Shader "Hidden/TrueShadow/PostProcess"
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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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_Offset ("Offset", Vector) = (0,0,0,0)
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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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#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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uniform sampler2D _ShadowTex;
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uniform sampler2D _MainTex;
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uniform float2 _Offset;
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uniform float _OverflowAlpha;
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uniform float _AlphaMultiplier;
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fixed4 frag(v2f i) : SV_Target
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{
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half4 shadow = tex2D(_ShadowTex, i.uv);
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half alpha = shadow.a;
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half alphaBoosted = saturate(alpha * _AlphaMultiplier);
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shadow.a = alphaBoosted;
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shadow.rgb = shadow.rgb / alpha * alphaBoosted;
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float cutOut;
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float2 cutoutUv = i.uv + _Offset;
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if (any(cutoutUv > 1) || any(cutoutUv < 0))
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cutOut = _OverflowAlpha;
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else
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cutOut = tex2D(_MainTex, cutoutUv).a;
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shadow *= 1 - cutOut;
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return shadow;
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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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