Initial Commit
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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That shader is usually used to draw light obstacles.
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Have main texture and multiplicative color.
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*/
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Shader "Light2D/Transparent Normal Mapped" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_NormalTex ("Normalmap", 2D) = "bump" {}
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"LightObstacle"="True"
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}
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LOD 100
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Cull Off
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ZWrite Off
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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float2 texcoord : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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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 = TRANSFORM_TEX(v.texcoord, _MainTex);
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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 col = tex2D(_MainTex, i.texcoord);
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return col*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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