Initial Commit
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/*
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That shader is used after all light obstacles have been drawn to draw one pixel wide white corner over it.
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*/
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Shader "Light2D/Obstacle Texture Post Porcessor" {
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SubShader {
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Tags {"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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Blend Off
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ZTest Always
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Cull 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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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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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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fixed4 color : COLOR;
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};
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uniform sampler2D _MainTex;
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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 = v.vertex;
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o.color = v.color;
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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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clip(i.color.a - 0.01);
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return i.color;
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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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