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- Shader "Axfiles/DiebitchV1.0"
- {
- Properties {
- [Space(10)]
- [Space(10)]
- _AX ("Range", Int) = 0.4
- [Space(88)]
- AX("#8888", Range(8, 8888)) = 8888.0
- }
- SubShader {
- Tags {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- }
- LOD 100
- ZWrite Off
- Cull Off
- ZTest Always
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _MainTex_ST;
- float _Alpha, _AX;
- float4 AX;
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 pos : SV_POSITION;
- };
- v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
- {
- v2f o;
- o.uv = TRANSFORM_TEX(uv, _MainTex);
- float4 dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, float4(0,0,0,1)));
- #if UNITY_SINGLE_PASS_STEREO
- float offset = length(abs(unity_StereoWorldSpaceCameraPos[0] - unity_StereoWorldSpaceCameraPos[1]));
- float4 abspos = pos + half4((0.5-1*unity_StereoEyeIndex)*offset, 0, 0, 0);
- #else
- float4 abspos = pos;
- #endif
- abspos.z = -abspos.z;
- o.pos = mul(UNITY_MATRIX_P, abspos);
- o.pos = o.pos - o.pos*step(_AX, dist);
- return o;
- }
- float4 frag(v2f i) : SV_Target
- {
- float power;
- float power1;
- fixed4 uvnew;
- uvnew = tex2D(_MainTex, i.uv);
- for (int i = 0; i < _AX;){
- power = pow(0, 0);
- power1 = pow(0, 0);
- }
- return uvnew*float4(pow(power,power1), pow(power,power1), pow(power,power1), _Alpha);
- }
- ENDCG
- }
- }
- }
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