62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
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Shader ".poiyomi/Extras/MasterScanner"
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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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}
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CustomEditor "ThryEditor"
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SubShader
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{
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Tags { "Queue" = "background" }
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ColorMask 0
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ZWrite Off
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Cull Off
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ZTest Always
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Stencil
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{
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Ref 901
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Comp Always
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Pass Replace
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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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