40 lines
888 B
HLSL
40 lines
888 B
HLSL
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#ifndef BLENDMODES_NORMAL_PASS_INCLUDED
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#define BLENDMODES_NORMAL_PASS_INCLUDED
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#include "UnityCG.cginc"
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#include "../CGIncludes/Spine-Common.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert(VertexInput v) {
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VertexOutput o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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return o;
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}
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float4 frag(VertexOutput i) : SV_Target{
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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return (texColor * i.vertexColor);
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}
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#endif
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