50 lines
1.0 KiB
Plaintext
50 lines
1.0 KiB
Plaintext
Shader "Hidden/VolumetricLights/TransparentDepthWrite"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1)
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}
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SubShader
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{
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ColorMask A
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ZWrite Off
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Cull Off
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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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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 depth : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.depth = o.vertex.zw;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half4 color = half4(1, 1, 1, i.depth.x/i.depth.y);
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return color;
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}
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ENDCG
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}
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}
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}
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