72 lines
2.4 KiB
Plaintext
72 lines
2.4 KiB
Plaintext
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Shader ".poiyomi/Extras/StencilInvis"
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{
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properties
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{
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[HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0
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[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
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//[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
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//[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
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[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
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[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10
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[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
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}
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CustomEditor "ThryEditor"
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SubShader
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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ColorMask 0
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ZWrite [_ZWrite]
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Cull [_Cull]
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ZTest [_ZTest]
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Offset [_ZBias], [_ZBias]
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Stencil
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{
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Ref [_StencilRef]
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Comp [_StencilCompareFunction]
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Pass [_StencilPassOp]
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Fail [_StencilFailOp]
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ZFail [_StencilZFailOp]
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}
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CGINCLUDE
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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 pos: SV_POSITION;
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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.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag(v2f i): COLOR
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{
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return half4(1, 1, 0, 1);
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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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ENDCG
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}
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}
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}
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