2025-02-28 11:18:49 +08:00
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Shader "DCFApixels/DebugX/TextBackground"
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off Fog { Mode Off }
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Lighting Off
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ZTest Off
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Pass
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{
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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_instancing
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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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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float4 color : COLOR;
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};
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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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o.vertex = UnityObjectToClipPos(v.vertex);
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2025-02-28 12:38:59 +08:00
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o.color = v.color * _DebugX_GlobalColor;
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2025-02-28 11:18:49 +08:00
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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2025-02-28 12:38:59 +08:00
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return i.color;
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2025-02-28 11:18:49 +08:00
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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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