73 lines
1.4 KiB
Text
73 lines
1.4 KiB
Text
Shader "Custom/Voxel"
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{
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Properties
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{
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_MainTex ("Texture", 3D) = "white" {}
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_Tex ("Tile", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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#pragma multi_compile_instancing
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#pragma target 3.5
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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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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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fixed4 color : COlOR0;
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float2 uv : TEXCOORD0;
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};
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sampler2D _Tex;
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float4 _Tex_ST;
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sampler3D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float4 worldVertex = mul(unity_ObjectToWorld, v.vertex);
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o.color = tex3Dlod(_MainTex, worldVertex);
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o.uv = TRANSFORM_TEX(v.uv, _Tex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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if (i.uv.x > 0.99 || i.uv.y > 0.99 ||
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i.uv.x < 0.01 || i.uv.y < 0.01) {
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i.color = lerp(i.color, fixed4(
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1 - i.color.r,
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1 - i.color.g,
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1 - i.color.b,
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1
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), 0.1);
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}
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return i.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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