406 lines
15 KiB
Plaintext
406 lines
15 KiB
Plaintext
// BlendUnlit.shader
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// Soullies - Hand-written URP 17 Unlit Sprite/Mesh Shader
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// Derived from TrackShader (ASE), rewritten for clarity and extensibility.
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//
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// Core Feature: Base Color * Texture, optionally multiplied by an HDR Emission Color,
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// allowing illuminated objects to retain proper transparency.
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// New Feature : Runtime-selectable Blend Mode (Alpha, Additive, Multiply, Premultiplied).
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Shader "Soullies/BlendUnlit"
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{
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Properties
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{
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[Header(Texture)]
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_MainTex ("Main Texture", 2D) = "white" {}
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[Space(8)]
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[Header(Color)]
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[MainColor] _BaseColor ("Base Color", Color) = (1, 1, 1, 1)
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[Space(8)]
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[Header(Emission)]
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[Toggle] _EnableEmission ("Enable Emission", Float) = 0
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[HDR] _EmissionColor ("Emission Color (HDR)", Color) = (0, 0, 0, 1)
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[Space(8)]
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[Header(Alpha Source)]
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// When toggled ON : uses the Red channel of the texture as Alpha (for single-channel masks).
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// When toggled OFF : uses the A channel of the texture (standard RGBA sprite).
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[Toggle] _UseRedAsAlpha ("Use Red Channel as Alpha", Float) = 0
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[Space(8)]
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[Header(Blend Mode)]
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// 0 = Alpha Blend (SrcAlpha, OneMinusSrcAlpha) – standard transparent
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// 1 = Additive (SrcAlpha, One) – add light, black = invisible
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// 2 = Multiply (DstColor, Zero) – darken underlying pixels
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// 3 = Premultiplied(One, OneMinusSrcAlpha) – for pre-multiplied alpha textures
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[KeywordEnum(Alpha, Additive, Multiply, Premultiplied)] _BlendMode ("Blend Mode", Float) = 0
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[Space(8)]
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[Header(Render State)]
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2 // Back
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[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 0
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// Internal blend equation floats – managed by BlendUnlitShaderGUI.
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// Default values = Alpha blend: SrcAlpha(5), OneMinusSrcAlpha(10).
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// MUST be declared here so Unity serialises them into the .mat asset
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// and they survive domain reloads / Ctrl+S without resetting to 0(Zero,Zero=black).
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[HideInInspector] _SrcBlendRGB ("Src Blend (Internal)", Float) = 5
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[HideInInspector] _DstBlendRGB ("Dst Blend (Internal)", Float) = 10
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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"UniversalMaterialType" = "Unlit"
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"IgnoreProjector" = "True"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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// ---------------------------------------------------------------------------
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// Blend equations for each mode (controlled by shader_feature variants):
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// Alpha : SrcAlpha, OneMinusSrcAlpha (standard transparency)
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// Additive : SrcAlpha, One (screen-style additive, black is invisible)
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// Multiply : DstColor, Zero (multiply blend, darkens below)
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// Premultiplied : One, OneMinusSrcAlpha (for pre-multiplied textures/HDR)
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// ---------------------------------------------------------------------------
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Cull [_CullMode]
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ZWrite [_ZWrite]
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ZTest LEqual
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// ---------------------------------------------------------------------------
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// Pass 1 – Universal 2D (sprite renderer main path)
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// ---------------------------------------------------------------------------
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Pass
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{
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Name "BlendUnlit_Universal2D"
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Tags { "LightMode" = "Universal2D" }
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// Blend state driven by shader_feature variant
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Blend [_SrcBlendRGB] [_DstBlendRGB]
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HLSLPROGRAM
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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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 multi_compile_vertex _ SKINNED_SPRITE
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// Blend mode variants (local_fragment: blend equation changes are per-draw, not per-pass)
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#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
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// -----------------------------------------------------------------------
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// Shared CBUFFER (SRP Batcher compatible)
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// -----------------------------------------------------------------------
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _EnableEmission;
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float _UseRedAsAlpha;
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float _ZWrite;
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float _SrcBlendRGB;
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float _DstBlendRGB;
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CBUFFER_END
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// -----------------------------------------------------------------------
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// Vertex / Fragment structs
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// -----------------------------------------------------------------------
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struct Attributes
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{
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float3 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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half4 color : COLOR;
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UNITY_SKINNED_VERTEX_INPUTS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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half4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// -----------------------------------------------------------------------
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// Shared pixel logic (inlined as a function to avoid copy-paste)
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// -----------------------------------------------------------------------
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half4 ComputeColor(float2 uv, half4 vertexColor)
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{
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half4 texSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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// Alpha channel selection (Lerp instead of macro avoids variant stripping issues)
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half texAlpha = lerp(texSample.a, texSample.r, _UseRedAsAlpha);
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// Reconstruct colour from texture
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half4 texColor = half4(texSample.rgb, texAlpha);
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// Base colour multiply (tint)
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half4 color = texColor * _BaseColor;
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// Emission multiply
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half4 emissionMult = lerp(half4(1, 1, 1, 1), _EmissionColor, _EnableEmission);
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color *= emissionMult;
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// Vertex color (Sprite tint / SpriteRenderer.color)
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color *= vertexColor;
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return color;
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}
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// -----------------------------------------------------------------------
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// Vertex Shader
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// -----------------------------------------------------------------------
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Varyings vert(Attributes IN)
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{
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Varyings OUT = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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UNITY_SKINNED_VERTEX_COMPUTE(IN);
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// Respect SpriteRenderer Flip X/Y
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IN.positionOS = UnityFlipSprite(IN.positionOS, unity_SpriteProps.xy);
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VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
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OUT.positionCS = vpi.positionCS;
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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OUT.color = IN.color * unity_SpriteColor;
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return OUT;
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}
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// -----------------------------------------------------------------------
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// Fragment Shader
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// -----------------------------------------------------------------------
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half4 frag(Varyings IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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return ComputeColor(IN.uv, IN.color);
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}
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ENDHLSL
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}
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// ---------------------------------------------------------------------------
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// Pass 2 – Universal Forward (MeshRenderer / 3D object fallback path)
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// ---------------------------------------------------------------------------
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Pass
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{
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Name "BlendUnlit_Forward"
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Tags { "LightMode" = "UniversalForwardOnly" }
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Blend [_SrcBlendRGB] [_DstBlendRGB]
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HLSLPROGRAM
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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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 multi_compile_fog
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#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _EnableEmission;
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float _UseRedAsAlpha;
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float _ZWrite;
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float _SrcBlendRGB;
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float _DstBlendRGB;
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CBUFFER_END
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struct Attributes
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{
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float3 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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half4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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half4 color : COLOR;
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half fogFactor : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 ComputeColor(float2 uv, half4 vertexColor)
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{
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half4 texSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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half texAlpha = lerp(texSample.a, texSample.r, _UseRedAsAlpha);
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half4 texColor = half4(texSample.rgb, texAlpha);
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half4 color = texColor * _BaseColor;
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half4 emissionMult = lerp(half4(1, 1, 1, 1), _EmissionColor, _EnableEmission);
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color *= emissionMult;
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color *= vertexColor;
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return color;
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}
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Varyings vert(Attributes IN)
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{
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Varyings OUT = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
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OUT.positionCS = vpi.positionCS;
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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OUT.color = IN.color;
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OUT.fogFactor = ComputeFogFactor(vpi.positionCS.z);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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half4 color = ComputeColor(IN.uv, IN.color);
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color.rgb = MixFog(color.rgb, IN.fogFactor);
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return color;
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}
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ENDHLSL
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}
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// ---------------------------------------------------------------------------
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// Pass 3 – Scene Selection (Editor picking highlight)
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// ---------------------------------------------------------------------------
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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Cull Off
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HLSLPROGRAM
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#pragma target 3.5
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _ZWrite;
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float _SrcBlendRGB;
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float _DstBlendRGB;
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CBUFFER_END
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int _ObjectId;
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int _PassValue;
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struct Attributes { float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
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struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
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Varyings vert(Attributes IN)
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{
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Varyings OUT = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.positionCS = TransformObjectToHClip(IN.positionOS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return half4(_ObjectId, _PassValue, 1.0, 1.0);
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}
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ENDHLSL
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}
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// ---------------------------------------------------------------------------
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// Pass 4 – Scene Picking (Editor object picking)
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// ---------------------------------------------------------------------------
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode" = "Picking" }
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Cull Off
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HLSLPROGRAM
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#pragma target 3.5
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _ZWrite;
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float _SrcBlendRGB;
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float _DstBlendRGB;
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CBUFFER_END
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float4 _SelectionID;
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struct Attributes { float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
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struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
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Varyings vert(Attributes IN)
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{
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Varyings OUT = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.positionCS = TransformObjectToHClip(IN.positionOS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return unity_SelectionID;
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}
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ENDHLSL
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}
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}
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// ---------------------------------------------------------------------------
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// Custom Editor: drives the Blend Mode property → actual GPU Blend state
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// ---------------------------------------------------------------------------
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CustomEditor "BlendUnlitShaderGUI"
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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