feat: Initial commit
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24
Assets/Shaders/Mask.shader
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24
Assets/Shaders/Mask.shader
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Shader "Map/Mask"
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{
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Properties {
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[IntRange] _Mask ("Mask", Range(0, 255)) = 0
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}
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SubShader {
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Tags {
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"RenderType" = "Opaque"
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"Queue" = "Geometry-1"
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}
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Pass {
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Blend Zero One
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ZWrite Off
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Stencil {
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Ref 255
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WriteMask [_Mask]
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Comp Always
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Pass Replace
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}
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}
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}
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}
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10
Assets/Shaders/Mask.shader.meta
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10
Assets/Shaders/Mask.shader.meta
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fileFormatVersion: 2
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guid: 3f93297dafa09bc488f631b61576f15d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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55
Assets/Shaders/Masked.shader
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55
Assets/Shaders/Masked.shader
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Shader "Map/Masked" {
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Properties {
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" { }
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[IntRange] _Mask ("Mask", Range(0, 255)) = 0
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}
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SubShader {
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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Stencil {
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Ref 0
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ReadMask [_Mask]
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Comp Equal
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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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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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clip(col.a - 0.5);
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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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10
Assets/Shaders/Masked.shader.meta
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10
Assets/Shaders/Masked.shader.meta
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 9a288241ef8ea614dba716a82997ae1a
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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