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64
Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader
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64
Assets/MeshBaker/Resources/Shaders/UnlitWithAlpha.shader
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//
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// Used by Texture packer fast. It ignores fog and renders the alpha channel of source textures.
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Shader "MeshBaker/Unlit/UnlitWithAlpha" {
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Properties {
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_MainTex ("Base (RGBA)", 2D) = "white" {}
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[Toggle(_SWIZZLE_NORMAL_CHANNELS_NM)] _SwizzleNormalMapChannelsNM("_SwizzleNormalMapChannelsNM", Float) = 0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#pragma shader_feature _SWIZZLE_NORMAL_CHANNELS_NM
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.texcoord);
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#ifdef _SWIZZLE_NORMAL_CHANNELS_NM
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float3 normal = UnpackNormal(tex2D(_MainTex, i.texcoord));
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float3 packedNormal = saturate(normalize(normal) * .5 + .5);
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col = float4(packedNormal, 1);
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#endif
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return col;
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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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