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Assets/Feel/NiceVibrations/Demo/_Common/Shaders/MaskedUI.shader
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Shader "MoreMountains/MaskedUI"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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Cull Off
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Lighting Off
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ColorMask[_ColorMask]
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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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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float2 texcoord : TEXCOORD0;
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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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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1) * OUT.vertex.w;
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _MaskTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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half4 maskCol = tex2D(_MaskTex, IN.texcoord);
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color.a = maskCol.a;
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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return color;
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ENDCG
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