Advertisement
Guest User

crash

a guest
Jun 20th, 2019
82
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.84 KB | None | 0 0
  1. Shader "Axfiles/DiebitchV1.0"
  2. {
  3. Properties {
  4. [Space(10)]
  5. [Space(10)]
  6.  
  7. _AX ("Range", Int) = 0.4
  8.  
  9. [Space(88)]
  10. AX("#8888", Range(8, 8888)) = 8888.0
  11. }
  12.  
  13. SubShader {
  14. Tags {
  15. "Queue"="Transparent"
  16. "IgnoreProjector"="True"
  17. "RenderType"="Transparent"
  18. "PreviewType"="Plane"
  19. }
  20.  
  21. LOD 100
  22. ZWrite Off
  23. Cull Off
  24. ZTest Always
  25. Blend SrcAlpha OneMinusSrcAlpha
  26.  
  27. Pass
  28. {
  29. CGPROGRAM
  30. #pragma vertex vert
  31. #pragma fragment frag
  32. #include "UnityCG.cginc"
  33.  
  34. sampler2D _MainTex;
  35. fixed4 _MainTex_ST;
  36. float _Alpha, _AX;
  37. float4 AX;
  38.  
  39. struct v2f
  40. {
  41. float2 uv : TEXCOORD0;
  42. float4 pos : SV_POSITION;
  43. };
  44.  
  45. v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
  46. {
  47. v2f o;
  48. o.uv = TRANSFORM_TEX(uv, _MainTex);
  49. float4 dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, float4(0,0,0,1)));
  50.  
  51. #if UNITY_SINGLE_PASS_STEREO
  52. float offset = length(abs(unity_StereoWorldSpaceCameraPos[0] - unity_StereoWorldSpaceCameraPos[1]));
  53. float4 abspos = pos + half4((0.5-1*unity_StereoEyeIndex)*offset, 0, 0, 0);
  54. #else
  55. float4 abspos = pos;
  56. #endif
  57. abspos.z = -abspos.z;
  58. o.pos = mul(UNITY_MATRIX_P, abspos);
  59. o.pos = o.pos - o.pos*step(_AX, dist);
  60.  
  61. return o;
  62. }
  63.  
  64.  
  65. float4 frag(v2f i) : SV_Target
  66. {
  67. float power;
  68. float power1;
  69.  
  70. fixed4 uvnew;
  71. uvnew = tex2D(_MainTex, i.uv);
  72. for (int i = 0; i < _AX;){
  73. power = pow(0, 0);
  74. power1 = pow(0, 0);
  75. }
  76. return uvnew*float4(pow(power,power1), pow(power,power1), pow(power,power1), _Alpha);
  77. }
  78. ENDCG
  79. }
  80. }
  81. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement