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65 lines
1.8 KiB
Plaintext
65 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Procedural Worlds/GeNa/PW_GreyScale"
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{
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Properties
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{
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_MainTex ("", 2D) = "white" {}
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_UseAlpha("_UseAlpha", Float) = 0
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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off Fog
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{
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Mode Off
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} //Rendering settings
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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//we include "UnityCG.cginc" to use the appdata_img struct
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struct v2f
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{
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float4 pos : POSITION;
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half2 uv : TEXCOORD0;
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};
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//Our Vertex Shader
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
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return o;
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}
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sampler2D _MainTex; //Reference in Pass is necessary to let us use this variable in shaders
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float _InvertAlpha;
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//Our Fragment Shader
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float4 frag(v2f i) : COLOR
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{
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float4 orgCol = tex2D(_MainTex, i.uv); //Get the orginal rendered color
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if (_InvertAlpha < 1.0f)
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orgCol.a = 1.0f - orgCol.a;
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//Make changes on the color
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float maxValue = max(orgCol.r, orgCol.g);
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maxValue = max(maxValue, orgCol.b);
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maxValue = max(maxValue, orgCol.a);
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// float a = ;
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// a = clamp(1.0f - orgCol.a, 0.f, 1.f);
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// maxValue = max(maxValue, a);
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return saturate(maxValue).xxxx;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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} |