make shader one pass.
This commit is contained in:
@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 4fad0d0b5018b8649ac41af2fef8dbf2
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folderAsset: yes
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timeCreated: 1478011152
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licenseType: Pro
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,81 +0,0 @@
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Shader "uDesktopDuplication/Cursor"
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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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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "Queue" = "Transparent+1" }
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Cull [_Cull]
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ZWrite Off
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Offset -0.01, -0.01
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "../../../Shaders/uDD_Common.cginc"
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half4 _PositionScale;
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#define _PointerX _PositionScale.x
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#define _PointerY _PositionScale.y
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#define _PointerWidth _PositionScale.z
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#define _PointerHeight _PositionScale.w
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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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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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.uv = v.uv;
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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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uddInvertUV(i.uv);
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i.uv.x = (i.uv.x - _PointerX) / _PointerWidth;
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i.uv.y = (i.uv.y - _PointerY) / _PointerHeight;
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fixed4 color = tex2D(_MainTex, i.uv);
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color.a *= step(0, i.uv.x) * step(0, i.uv.y) * step(i.uv.x, 1) * step(i.uv.y, 1);
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clip(color.a - 0.01);
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uddToLinearIfNeeded(color.rgb);
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return color;
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}
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ENDCG
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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 ___ INVERT_X
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#pragma multi_compile ___ INVERT_Y
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#pragma multi_compile ___ VERTICAL
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ENDCG
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}
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}
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Fallback "Unlit/Texture"
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}
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@@ -15,34 +15,12 @@ public class Cursor : MonoBehaviour
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private Texture uddTexture_;
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private Monitor monitor { get { return uddTexture_.monitor; } }
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private Texture2D pointerTexture_;
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private Material cursorMaterial_;
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private Dictionary<Vector2, Texture2D> pointerTextures_ = new Dictionary<Vector2, Texture2D>();
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void OnEnable()
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{
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uddTexture_ = GetComponent<Texture>();
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}
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private Texture2D currentTexture_;
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private Dictionary<Vector2, Texture2D> textures_ = new Dictionary<Vector2, Texture2D>();
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void Start()
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{
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var clone = new GameObject(name + " Cursor");
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clone.transform.SetParent(transform);
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clone.transform.localPosition = Vector3.zero;
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clone.transform.localRotation = Quaternion.identity;
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clone.transform.localScale = Vector3.one;
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var filter = clone.AddComponent<MeshFilter>();
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filter.mesh = GetComponent<MeshFilter>().sharedMesh;
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var renderer = clone.AddComponent<MeshRenderer>();
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var shader = Shader.Find("uDesktopDuplication/Cursor");
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cursorMaterial_ = new Material(shader);
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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renderer.receiveShadows = false;
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renderer.motionVectors = false;
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renderer.material = cursorMaterial_;
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uddTexture_ = GetComponent<Texture>();
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}
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void Update()
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@@ -70,41 +48,24 @@ public class Cursor : MonoBehaviour
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if (w == 0 || h == 0) return;
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var scale = new Vector2(w, h);
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if (!pointerTextures_.ContainsKey(scale)) {
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if (!textures_.ContainsKey(scale)) {
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var texture = new Texture2D(w, h, TextureFormat.BGRA32, false);
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texture.wrapMode = TextureWrapMode.Clamp;
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pointerTextures_.Add(scale, texture);
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textures_.Add(scale, texture);
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}
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var pointerTexture = pointerTextures_[scale];
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var pointerTexture = textures_[scale];
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monitor.UpdateCursorTexture(pointerTexture.GetNativeTexturePtr());
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cursorMaterial_.SetTexture("_MainTex", pointerTexture);
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uddTexture_.material.SetTexture("_CursorTex", pointerTexture);
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}
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void UpdateMaterial()
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{
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if (uddTexture_.invertX) {
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cursorMaterial_.EnableKeyword("INVERT_X");
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} else {
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cursorMaterial_.DisableKeyword("INVERT_X");
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}
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if (uddTexture_.invertY) {
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cursorMaterial_.EnableKeyword("INVERT_Y");
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} else {
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cursorMaterial_.DisableKeyword("INVERT_Y");
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}
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if (monitor.isVertical) {
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cursorMaterial_.EnableKeyword("VERTICAL");
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} else {
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cursorMaterial_.DisableKeyword("VERTICAL");
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}
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var x = (float)monitor.pointerX / monitor.width;
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var y = (float)monitor.pointerY / monitor.height;
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var w = (float)monitor.pointerShapeWidth / monitor.width;
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var h = (float)monitor.pointerShapeHeight / monitor.height;
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cursorMaterial_.SetVector("_PositionScale", new Vector4(x, y, w, h));
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uddTexture_.material.SetVector("_CursorPositionScale", new Vector4(x, y, w, h));
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}
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}
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@@ -13,8 +13,8 @@ public class Texture : MonoBehaviour
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set
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{
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monitor_ = value;
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material_ = GetComponent<Renderer>().material;
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material_.mainTexture = monitor_.texture;
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material = GetComponent<Renderer>().material;
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material.mainTexture = monitor_.texture;
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}
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}
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@@ -27,7 +27,11 @@ public class Texture : MonoBehaviour
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public bool invertX = false;
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public bool invertY = false;
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private Material material_;
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public Material material
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{
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get;
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private set;
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}
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void OnEnable()
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{
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@@ -45,21 +49,21 @@ public class Texture : MonoBehaviour
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void UpdateMaterial()
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{
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if (invertX) {
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material_.EnableKeyword("INVERT_X");
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material.EnableKeyword("INVERT_X");
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} else {
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material_.DisableKeyword("INVERT_X");
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material.DisableKeyword("INVERT_X");
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}
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if (invertY) {
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material_.EnableKeyword("INVERT_Y");
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material.EnableKeyword("INVERT_Y");
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} else {
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material_.DisableKeyword("INVERT_Y");
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material.DisableKeyword("INVERT_Y");
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}
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if (monitor.isVertical) {
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material_.EnableKeyword("VERTICAL");
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material.EnableKeyword("VERTICAL");
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} else {
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material_.DisableKeyword("VERTICAL");
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material.DisableKeyword("VERTICAL");
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}
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}
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}
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@@ -3,6 +3,23 @@
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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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Input
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{
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float2 uv_MainTex;
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};
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inline void uddInvertUV(inout float2 uv)
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{
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#ifdef INVERT_X
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@@ -25,12 +42,30 @@ inline void uddToLinearIfNeeded(inout fixed3 rgb)
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}
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}
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inline fixed4 uddGetTexture(sampler2D tex, float2 uv)
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inline fixed4 uddGetScreenTexture(sampler2D tex, float2 uv)
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{
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uddInvertUV(uv);
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fixed4 c = tex2D(tex, uv);
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uddToLinearIfNeeded(c.rgb);
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return c;
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}
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inline fixed4 uddGetCursorTexture(sampler2D tex, float2 uv, fixed4 cursorPosScale)
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{
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uv.x = (uv.x - cursorPosScale.x) / cursorPosScale.z;
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uv.y = (uv.y - cursorPosScale.y) / cursorPosScale.w;
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fixed4 c = tex2D(tex, uv);
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fixed a = c.a * step(0, uv.x) * step(0, uv.y) * step(uv.x, 1) * step(uv.y, 1);
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c *= step(0.01, a);
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return c;
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}
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inline fixed4 uddGetScreenTextureWithCursor(sampler2D screenTex, sampler2D cursorTex, float2 uv, fixed4 cursorPosScale)
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{
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uddInvertUV(uv);
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fixed4 screen = uddGetScreenTexture(screenTex, uv);
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fixed4 cursor = uddGetCursorTexture(cursorTex, uv, cursorPosScale);
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fixed4 color = lerp(screen, cursor, cursor.a);
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uddToLinearIfNeeded(color.rgb);
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return color;
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}
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#endif
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@@ -0,0 +1,13 @@
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#ifndef UDD_PARAMS_CGINC
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#define UDD_PARAMS_CGINC
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sampler2D _MainTex;
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fixed4 _Color;
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sampler2D _CursorTex;
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half4 _CursorPositionScale;
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#ifndef SURFACE_SHADER
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float4 _MainTex_ST;
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#endif
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#endif
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+2
-2
@@ -1,6 +1,6 @@
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fileFormatVersion: 2
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guid: d224cadaa1bfa2d46a6224ce2a1443c7
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timeCreated: 1477847636
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guid: 54044418ab4785c4a84dd4be507db6c2
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timeCreated: 1478266678
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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@@ -24,22 +24,16 @@ SubShader
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#pragma multi_compile ___ INVERT_Y
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#pragma multi_compile ___ VERTICAL
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#define SURFACE_SHADER
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#include "./uDD_Common.cginc"
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#include "./uDD_Params.cginc"
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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half _Glossiness;
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half _Metallic;
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = uddGetTexture(_MainTex, IN.uv_MainTex) * _Color;
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fixed4 c = uddGetScreenTextureWithCursor(_MainTex, _CursorTex, IN.uv_MainTex, _CursorPositionScale) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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@@ -17,24 +17,8 @@ Cull [_Cull]
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./uDD_Common.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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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#include "./uDD_Params.cginc"
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v2f vert(appdata v)
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{
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@@ -46,7 +30,7 @@ v2f vert(appdata v)
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fixed4 frag(v2f i) : SV_Target
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{
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return uddGetTexture(_MainTex, i.uv) * _Color;
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return uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
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}
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ENDCG
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@@ -66,4 +50,4 @@ Pass
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Fallback "Unlit/Texture"
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}
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}
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@@ -20,24 +20,9 @@ Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./uDD_Common.cginc"
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#include "./uDD_Params.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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed _Mask;
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v2f vert(appdata v)
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@@ -50,22 +35,22 @@ v2f vert(appdata v)
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 tex = uddGetTexture(_MainTex, i.uv);
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fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
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return fixed4(tex.rgb * _Color.rgb, alpha);
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fixed4 tex = uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
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fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
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return fixed4(tex.rgb * _Color.rgb, alpha * _Color.a);
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}
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ENDCG
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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 ___ INVERT_X
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#pragma multi_compile ___ INVERT_Y
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#pragma multi_compile ___ VERTICAL
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ENDCG
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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 ___ INVERT_X
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#pragma multi_compile ___ INVERT_Y
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#pragma multi_compile ___ VERTICAL
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ENDCG
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}
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}
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@@ -19,24 +19,8 @@ Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./uDD_Common.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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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#include "./uDD_Params.cginc"
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v2f vert(appdata v)
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{
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@@ -48,7 +32,7 @@ v2f vert(appdata v)
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fixed4 frag(v2f i) : SV_Target
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{
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return fixed4(uddGetTexture(_MainTex, i.uv).rgb, 1.0) * _Color;
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return fixed4(uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale).rgb, 1.0) * _Color;
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}
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ENDCG
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Reference in New Issue
Block a user