Initial Commit
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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This is simplest and fastest light shader without path tracking.
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It's works like "Light 1 Point", but ignores obstacles at all.
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It requires no aditional data to work so it could be used with Particle System.
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*/
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Shader "Light2D/Light Ignoring Obstacles" {
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Properties {
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_MainTex ("Light texture", 2D) = "white" {}
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_EmissionColorMul ("Emission color mul", Float) = 1
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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Blend OneMinusDstColor One
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Cull Off
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ZWrite Off
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Lighting Off
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Pass {
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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 ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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float4 scrPos : TEXCOORD2;
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};
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sampler2D _ObstacleTex;
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sampler2D _MainTex;
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half _EmissionColorMul;
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v2f vert (appdata_t 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.texcoord = v.texcoord;
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o.scrPos = ComputeScreenPos(o.vertex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 tex = tex2D(_MainTex, i.texcoord);
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fixed4 col = i.color*tex*tex.a*i.color.a;
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col.rgb *= _EmissionColorMul;
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return col;
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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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