generated from raccoon/vrchat-project-template
84 lines
2.2 KiB
Plaintext
84 lines
2.2 KiB
Plaintext
Shader "Custom/Minecraft/Unlit Animated"
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{
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Properties
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{
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[NoScaleOffset]_TextureArray("Texture Array (RGBA)", 2DArray) = "" {}
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
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_Color("Tint Color", Color) = (1, 1, 1, 1)
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_FlipbookFPS("Flipbook FPS", Integer) = 30
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_FlipbookFrames("Flipbook Frames", Integer) = 30
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}
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SubShader
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{
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Tags { "RenderType"="TransparentCutout" }
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LOD 100
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Pass
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{
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Tags { "LightMode"="Always" }
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Cull Off
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ZWrite On
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AlphaToMask On
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ColorMask RGB
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Blend Off
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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_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float2 uv : TEXCOORD0;
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_FOG_COORDS(1)
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};
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UNITY_DECLARE_TEX2DARRAY(_TextureArray);
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float4 _TextureArray_ST;
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float _Cutoff;
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fixed4 _Color;
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int _FlipbookFPS;
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int _FlipbookFrames;
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v2f vert (appdata 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.uv = TRANSFORM_TEX(v.uv, _TextureArray);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Calculate flipbook's UV
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float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
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float3 uvw = float3(i.uv, frame);
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// Sample current flipbook's texture
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fixed4 col = UNITY_SAMPLE_TEX2DARRAY(_TextureArray, uvw) * _Color;
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// Clip alpha
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clip(col.a - _Cutoff);
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// And then apply Unity's fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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