Shader "Hidden/TrueShadow/ImprintPostProcess"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local __ BLEACH
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#pragma multi_compile_local __ INSET
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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half4 frag(v2f i) : SV_Target
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{
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#if BLEACH
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half4 color = half4(1,1,1, tex2D(_MainTex, i.uv).a);
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#else
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half4 color = tex2D(_MainTex, i.uv);
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#endif
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#if INSET
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color.a = 1 - color.a;
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#endif
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color.rgb*=color.a;
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return color;
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}
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ENDCG
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}
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}
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}
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