chore: initial commit
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Shader "MoreMountains/ConeOfLight"
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{
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Properties
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{
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_MainTex("Diffuse Texture", 2D) = "white" {}
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_Contrast("Contrast", Float) = 0.5
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags
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{
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"ForceNoShadowCasting" = "True"
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Pass
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{
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ZTest Always
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AlphaTest Greater 0.0
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Blend DstColor One
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Cull Off
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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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uniform sampler2D _MainTex;
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uniform float _Contrast;
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uniform float4 _Color;
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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VertexOutput vert(VertexInput input)
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{
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VertexOutput output;
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output.uv = input.uv;
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output.color = input.color;
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output.pos = UnityObjectToClipPos(input.vertex);
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return output;
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}
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float4 frag(VertexOutput input) : COLOR
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{
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float4 diffuse = tex2D(_MainTex, input.uv);
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diffuse.rgb = diffuse.rgb * _Color.rgb * input.color.rgb;
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diffuse.rgb *= diffuse.a * _Color.a * input.color.a;
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diffuse *= _Contrast;
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return float4(diffuse);
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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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