Created
December 9, 2019 22:33
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GLSL shader conversion
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Shader "Unlit/CustomUnlit_restored" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
Tags { "RenderType"="Opaque" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex0 : POSITION0; | |
float2 tex0 : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float2 tex0 : TEXCOORD0; | |
float tex1 : TEXCOORD1; | |
}; | |
float4 hlslcc_mtx4x4unity_ObjectToWorld[4]; | |
float4 hlslcc_mtx4x4unity_MatrixVP[4]; | |
float4 _MainTex_ST; | |
sampler2D _MainTex; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
float4 u_xlat1; | |
o.vertex = UnityObjectToClipPos(v.vertex0); | |
float u_xlat0 = o.vertex.x * (-o.vertex.x); | |
o.tex1 = exp2(u_xlat0); | |
o.tex0.xy = v.tex0.xy * _MainTex_ST.xy + _MainTex_ST.zw; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
float4 color0; | |
float u_xlat0; | |
float4 u_xlat1; | |
float3 u_xlat2; | |
u_xlat0 = i.tex1; | |
u_xlat0 = clamp(u_xlat0, 0.0, 1.0); | |
u_xlat1 = tex2D(_MainTex, i.tex0.xy); | |
u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz); | |
u_xlat1.xyz = u_xlat0 * u_xlat2.xyz + unity_FogColor.xyz; | |
color0 = u_xlat1; | |
return color0; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Unlit/CustomUnlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Unlit/CustomUnlit_restored" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
Tags { "RenderType"="Opaque" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex0 : POSITION0; | |
float2 tex0 : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float2 tex0 : TEXCOORD0; | |
float tex1 : TEXCOORD1; | |
}; | |
float4 hlslcc_mtx4x4unity_ObjectToWorld[4]; | |
float4 hlslcc_mtx4x4unity_MatrixVP[4]; | |
float4 _MainTex_ST; | |
sampler2D _MainTex; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
vec4 u_xlat0; | |
vec4 u_xlat1; | |
u_xlat0 = v.vertex0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * v.vertex0.xxxx + u_xlat0; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * v.vertex0.zzzz + u_xlat0; | |
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; | |
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; | |
u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; | |
u_xlat1.x = u_xlat0.z * unity_FogParams.x; | |
o.vertex = u_xlat0; | |
u_xlat0.x = u_xlat1.x * (-u_xlat1.x); | |
o.tex1 = exp2(u_xlat0.x); | |
o.tex0.xy = v.tex0.xy * _MainTex_ST.xy + _MainTex_ST.zw; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
fixed4 color0; | |
float u_xlat0; | |
vec4 u_xlat1; | |
vec3 u_xlat2; | |
u_xlat0 = i.tex1; | |
u_xlat0 = clamp(u_xlat0, 0.0, 1.0); | |
u_xlat1 = tex2D(_MainTex, i.tex0.xy); | |
u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz); | |
u_xlat1.xyz = u_xlat0 * u_xlat2.xyz + unity_FogColor.xyz; | |
color0 = u_xlat1; | |
return color0; | |
} | |
ENDCG | |
} | |
} | |
} |
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