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@@ -0,0 +1,103 @@
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+
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+Shader "Custom/CharactorShaderCullOff"
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+{
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+ Properties
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+ {
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+ _MainTex ("Base (RGB)", 2D) = "white" {}
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+ _AlphaTex ("Base (RGB)", 2D) = "white" {}
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+ _RandomTex ("Base (RGB)", 2D) = "white" {}
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+ _RimColor ("Rim Color", Color) = (1, 0, 0, 1)
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+ _Color("_Color", Color) = (0.5,0.5,0.5,1)
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+ _Rampage("_Rampage", Float) = 0
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+ _Frezz("_Frezz", Range(0, 1)) = 0
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+ }
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+
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+ SubShader
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+ {
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+ Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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+ Pass
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+ {
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+ cull off
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+ Blend SrcAlpha OneMinusSrcAlpha
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+ CGPROGRAM
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+ // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members pos1)
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+ // #pragma exclude_renderers d3d11 xbox360
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+ #pragma target 2.0
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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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+
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+ struct appdata
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+ {
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+ float4 vertex : POSITION;
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+ float3 normal : NORMAL;
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+ float2 texcoord : TEXCOORD0;
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+ };
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+
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+ struct v2f
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+ {
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+ half4 pos : SV_POSITION;
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+ half2 uv : TEXCOORD0;
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+ fixed3 color : COLOR;
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+ };
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+
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+ uniform fixed4 _RimColor;
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+ uniform fixed _Rampage;
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+ uniform fixed _Frezz;
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+
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+ v2f vert(appdata_base v)
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+ {
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+ v2f o;
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+ o.pos = UnityObjectToClipPos(v.vertex);
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+ if (_Rampage == 1)
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+ {
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+ fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
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+ fixed dotProduct = 1 - dot(v.normal, viewDir);
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+ o.color = smoothstep(0, 1, dotProduct);
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+ o.color *= _RimColor;
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+ }
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+ float3 normal = mul(SCALED_NORMAL, (float3x3)unity_WorldToObject);
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+ fixed dotProduct = dot(normal, fixed3(0, 1, 0)) / 2;
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+ if (dotProduct <= 0)
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+ {
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+ dotProduct = 0;
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+ }
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+ o.color += dotProduct.xxx;
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+ o.uv = v.texcoord.xy;
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+ return o;
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+ }
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+
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+ uniform sampler2D _MainTex;
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+ uniform sampler2D _AlphaTex;
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+ uniform sampler2D _RandomTex;
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+ uniform fixed4 _Color;
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+ fixed4 frag(v2f i) : COLOR
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+ {
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+ fixed4 texcol = tex2D(_MainTex, i.uv);
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+ fixed4 alpha = tex2D(_AlphaTex, i.uv);
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+ float ClipTex = tex2D(_RandomTex, i.uv).r;
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+ float ClipAmount = (_Frezz - ClipTex) / 2 + 0.5;
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+ if (ClipAmount < 0)
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+ {
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+ ClipAmount = 0;
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+ }
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+ if (ClipAmount > 1)
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+ {
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+ ClipAmount = 1;
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+ }
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+ if (_Rampage == 1)
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+ {
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+ texcol.rgb += i.color;
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+ }
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+ texcol = texcol * ClipAmount + alpha * (1 - ClipAmount);
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+ texcol.a = alpha.a;
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+ clip(texcol.a - 0.5);
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+ texcol *= _Color;
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+ return texcol;
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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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+ FallBack "Legacy Shaders/Transparent/Cutout/VertexLit"
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+}
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