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Sep 19th, 2019
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  1. ```
  2. Shader "Custom/Shader" {
  3. Properties {
  4. _MainTex ("Diffuse Texture", 2D) = "white" {}
  5. _CharaColor ("_CharaColor", Vector) = (1,1,1,1)
  6. _OutlineTex ("Outline Texture", 2D) = "red" {}
  7. _outlineParam ("Outline Param : x=Width y=Brightness", Vector) = (1,0.5,0,0)
  8. _outlineZOffset ("Outline Z Offset", Float) = 0.0015
  9. [MaterialToggle] _UseFaceTex ("UseFaceTex", Float) = 0
  10. _HeightLightParam ("_HeightLightParam", Vector) = (0,1,0,0)
  11. _HeightLightColor ("_HeightLightColor", Vector) = (0,0,0,0)
  12. }
  13. SubShader {
  14. Tags { "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
  15. Pass {
  16. Name "Main"
  17. Tags { "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
  18. GpuProgramID 56864
  19. Program "vp" {
  20. SubShader
  21. {
  22. Pass
  23. {
  24. Tags { "RenderType" = "Opaque" }
  25. Program "vp"
  26. {
  27. SubProgram "opengl"
  28. {
  29. //Do something if we're rendering with OpenGL
  30. }
  31. SubProgram "gles"
  32. {
  33. #ifdef VERTEX
  34. #version 100
  35.  
  36. uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
  37. uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
  38. uniform mediump vec4 _HeightLightParam;
  39. uniform vec4 _HeightLightColor;
  40. attribute highp vec4 in_POSITION0;
  41. attribute mediump vec2 in_TEXCOORD0;
  42. varying mediump vec2 vs_TEXCOORD0;
  43. varying highp vec4 vs_TEXCOORD3;
  44. vec4 u_xlat0;
  45. vec4 u_xlat1;
  46. void main()
  47. {
  48. u_xlat0 = in_POSITION0.yyyy mul() hlslcc_mtx4x4unity_ObjectToWorld[1];
  49. u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] mul() in_POSITION0.xxxx + u_xlat0;
  50. u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] mul() in_POSITION0.zzzz + u_xlat0;
  51. u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
  52. u_xlat0.x = hlslcc_mtx4x4unity_ObjectToWorld[3].y mul() in_POSITION0.w + u_xlat0.y;
  53. u_xlat0.x = u_xlat0.x + (-_HeightLightParam.x);
  54. u_xlat0.x = u_xlat0.x / _HeightLightParam.y;
  55. u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
  56. u_xlat0.x = (-u_xlat0.x) + 1.0;
  57. vs_TEXCOORD3 = u_xlat0.xxxx mul() _HeightLightColor;
  58. u_xlat0 = u_xlat1.yyyy mul() hlslcc_mtx4x4unity_MatrixVP[1];
  59. u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[0] mul() u_xlat1.xxxx + u_xlat0;
  60. u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] mul() u_xlat1.zzzz + u_xlat0;
  61. u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] mul() u_xlat1.wwww + u_xlat0;
  62. gl_Position = u_xlat0;
  63. vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
  64. return;
  65. }
  66. ```
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