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- ```
- Shader "Custom/Shader" {
- Properties {
- _MainTex ("Diffuse Texture", 2D) = "white" {}
- _CharaColor ("_CharaColor", Vector) = (1,1,1,1)
- _OutlineTex ("Outline Texture", 2D) = "red" {}
- _outlineParam ("Outline Param : x=Width y=Brightness", Vector) = (1,0.5,0,0)
- _outlineZOffset ("Outline Z Offset", Float) = 0.0015
- [MaterialToggle] _UseFaceTex ("UseFaceTex", Float) = 0
- _HeightLightParam ("_HeightLightParam", Vector) = (0,1,0,0)
- _HeightLightColor ("_HeightLightColor", Vector) = (0,0,0,0)
- }
- SubShader {
- Tags { "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
- Pass {
- Name "Main"
- Tags { "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
- GpuProgramID 56864
- Program "vp" {
- SubShader
- {
- Pass
- {
- Tags { "RenderType" = "Opaque" }
- Program "vp"
- {
- SubProgram "opengl"
- {
- //Do something if we're rendering with OpenGL
- }
- SubProgram "gles"
- {
- #ifdef VERTEX
- #version 100
- uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
- uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
- uniform mediump vec4 _HeightLightParam;
- uniform vec4 _HeightLightColor;
- attribute highp vec4 in_POSITION0;
- attribute mediump vec2 in_TEXCOORD0;
- varying mediump vec2 vs_TEXCOORD0;
- varying highp vec4 vs_TEXCOORD3;
- vec4 u_xlat0;
- vec4 u_xlat1;
- void main()
- {
- u_xlat0 = in_POSITION0.yyyy mul() hlslcc_mtx4x4unity_ObjectToWorld[1];
- u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] mul() in_POSITION0.xxxx + u_xlat0;
- u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] mul() in_POSITION0.zzzz + u_xlat0;
- u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
- u_xlat0.x = hlslcc_mtx4x4unity_ObjectToWorld[3].y mul() in_POSITION0.w + u_xlat0.y;
- u_xlat0.x = u_xlat0.x + (-_HeightLightParam.x);
- u_xlat0.x = u_xlat0.x / _HeightLightParam.y;
- u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
- u_xlat0.x = (-u_xlat0.x) + 1.0;
- vs_TEXCOORD3 = u_xlat0.xxxx mul() _HeightLightColor;
- u_xlat0 = u_xlat1.yyyy mul() hlslcc_mtx4x4unity_MatrixVP[1];
- u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[0] mul() u_xlat1.xxxx + u_xlat0;
- u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] mul() u_xlat1.zzzz + u_xlat0;
- u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] mul() u_xlat1.wwww + u_xlat0;
- gl_Position = u_xlat0;
- vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
- return;
- }
- ```
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