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- Shader "cool shader" {
- Properties {
- ...
- }
- SubShader {
- CGPROGRAM
- // need to declare vertexOutput somewhow here
- float4 sharedFragFoo(vertexOutput i) : COLOR // How to make smth like this?
- {
- ....
- return float4(...);
- }
- ENDCG
- pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- vertexOutput vert(vertexInput v) {
- vertexOutput o;
- ...
- return o;
- }
- float4 frag(vertexOutput i) : COLOR
- {
- return sharedFragFoo(i); // call the shared between passes function
- }
- ENDCG
- }
- pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- vertexOutput vert(vertexInput v) {
- vertexOutput o;
- ...
- return o;
- }
- float4 frag(vertexOutput i) : COLOR
- {
- return sharedFragFoo(i); // call the shared between passes function
- }
- ENDCG
- }
- }
- }
- Shader "YourShader"
- {
- ...
- CGINCLUDE
- #include "UnityCG.cginc"
- struct shared_v2f
- {
- float4 pos : SV_POSITION;
- }
- shared_v2f myVert( appdate_img v )
- {
- shared_v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- return o;
- }
- fixed4 myFrag( shared_v2f i ) : SV_Target
- {
- return fixed4( 1.0, 0.5, 0.0, 1.0 );
- }
- ENDCG
- SubShader
- {
- ...
- Pass
- {
- CGPROGRAM
- #pragma vertex myVert
- #pragma fragment myFrag
- ENDCG
- }
- }
- }
- Shader "cool shader" {
- Properties {
- // properties
- }
- SubShader {
- ...
- pass {
- Cull Front
- ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "shared.cginc"
- ENDCG
- }
- pass {
- Cull Back
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "shared.cginc"
- ENDCG
- }
- }
- }
- #ifndef SHARED_FOO
- #define SHARED_FOO
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _Color;
- // other variables....
- struct vertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- };
- struct vertexOutput {
- float4 pos : SV_POSITION;
- float4 tex : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float4 posInObjectCoords : TEXCOORD2;
- float3 normalDir : TEXCOORD3;
- };
- vertexOutput vert(vertexInput v) {
- vertexOutput o;
- // do staff
- return o;
- }
- float4 frag(vertexOutput i) : COLOR
- {
- // do staff
- return float4(...);
- }
- #endif // SHARED_FOO
- Shader "Custom/YourShader"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- }
- CGINCLUDE
- //This code is available to all passes in your shader below
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- float4 aSamplingFunction(sampler2D tex, float2 uv, float4 size)
- {
- return SOMETHING;
- }
- ENDCG
- SubShader
- {
- Cull On
- ZWrite Off
- ZTest LEqual
- Pass// #0
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- float4 frag(v2f i) : SV_Target
- {
- float4 col = aSamplingFunction(_MainTex, i.uv, _MainTex_TexelSize);
- return col;
- }
- ENDCG
- }
- Pass// #1
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- float4 frag(v2f i) : SV_Target
- {
- float4 col = aSamplingFunction(_MainTex, i.uv, _MainTex_TexelSize);
- return col;
- }
- ENDCG
- }
- }
- }
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