2025-03-03 15:56:20 +08:00
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Shader "DCFApixels/DebugX/Handles Unlit"
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2025-02-22 17:25:54 +08:00
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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2025-03-05 09:44:27 +08:00
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[Toggle] _VertexColor("Vertex Color", Float) = 0
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[Toggle] _FakeLight("Fake Light", Float) = 0
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[Toggle] _OnePass("One Pass", Float) = 0
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2025-02-22 17:25:54 +08:00
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}
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SubShader
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{
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2025-03-03 15:56:20 +08:00
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "ForceNoShadowCasting"="True" }
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2025-02-22 17:25:54 +08:00
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Blend SrcAlpha OneMinusSrcAlpha
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2025-03-03 15:56:20 +08:00
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ZWrite Off
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Fog { Mode Off }
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2025-02-22 17:25:54 +08:00
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Lighting Off
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2025-03-03 15:56:20 +08:00
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Offset -1, -1
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2025-02-22 17:25:54 +08:00
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ZTest On
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CGINCLUDE
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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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2025-03-05 09:44:27 +08:00
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#pragma shader_feature_local _VERTEXCOLOR_ON
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#pragma shader_feature_local _FAKELIGHT_ON
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#pragma shader_feature_local _ONEPASS_ON
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#pragma instancing_options procedural:setup
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2025-02-22 17:25:54 +08:00
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#include "UnityCG.cginc"
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2025-03-05 09:44:27 +08:00
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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struct InstanceData
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{
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float4x4 m;
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float4 color;
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};
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StructuredBuffer<InstanceData> _DataBuffer;
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#endif
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void setup()
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{
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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InstanceData data = _DataBuffer[unity_InstanceID];
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float4x4 m = data.m;
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float rotation = m.w * m.w * _Time.y * 0.5f;
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rotate2D(m.xz, rotation);
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unity_ObjectToWorld._11_21_31_41 = float4(m.w, 0, 0, 0);
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unity_ObjectToWorld._12_22_32_42 = float4(0, m.w, 0, 0);
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unity_ObjectToWorld._13_23_33_43 = float4(0, 0, m.w, 0);
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unity_ObjectToWorld._14_24_34_44 = float4(m.xyz, 1);
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 *= -1;
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unity_WorldToObject._11_22_33 = 1.0f / unity_WorldToObject._11_22_33;
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_Color = data.color;
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#endif
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}
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2025-02-22 17:25:54 +08:00
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struct appdata_t
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{
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float4 vertex : POSITION;
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2025-03-05 09:44:27 +08:00
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#if _FAKELIGHT_ON
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float3 normal : NORMAL;
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#endif
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#if _VERTEXCOLOR_ON
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2025-02-22 17:25:54 +08:00
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float4 color : COLOR;
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2025-03-05 09:44:27 +08:00
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#endif
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uint instanceID : SV_InstanceID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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2025-02-22 17:25:54 +08:00
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half4 color : COLOR;
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};
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2025-03-05 09:44:27 +08:00
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float4 _Color;
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2025-02-22 17:25:54 +08:00
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float4 _DebugX_GlobalColor;
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v2f vert (appdata_t v)
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{
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v2f o;
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2025-03-05 09:44:27 +08:00
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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InstanceData data = _DataBuffer[v.instanceID];
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float4 pos = mul(data.m, v.vertex);
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o.vertex = UnityObjectToClipPos(pos);
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half4 color = data.color;
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#else
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2025-02-22 17:25:54 +08:00
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o.vertex = UnityObjectToClipPos(v.vertex);
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2025-03-05 09:44:27 +08:00
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half4 color = _Color;
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#endif
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#if _VERTEXCOLOR_ON
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color *= v.color;
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#endif
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o.color = color * _DebugX_GlobalColor;
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2025-02-22 17:25:54 +08:00
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return o;
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}
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ENDCG
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Pass
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{
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ZTest LEqual
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CGPROGRAM
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half4 frag (v2f i) : SV_Target
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{
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return i.color;
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}
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ENDCG
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2025-03-05 09:44:27 +08:00
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}
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2025-02-22 17:25:54 +08:00
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Pass
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{
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ZTest Greater
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CGPROGRAM
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half4 frag (v2f i) : SV_Target
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{
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return i.color * half4(1, 1, 1, 0.1);
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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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