2026-04-24 버그수정 및 대사에 맞춘 캐릭터 동작
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Shader "HighlightPlus/Geometry/BlurGlow" {
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Properties {
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_Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
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_BlurScale("Blur Scale", Float) = 2.0
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_Speed("Speed", Float) = 1
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}
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SubShader
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{
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ZTest Always
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ZWrite Off
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Cull Off
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CGINCLUDE
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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float4 _MainTex_TexelSize;
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float4 _MainTex_ST;
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float _BlurScale, _Speed;
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float _ResampleScale;
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struct appdata {
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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 v2fCross {
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float4 pos : SV_POSITION;
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float2 uv: TEXCOORD0;
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float2 uv1: TEXCOORD1;
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float2 uv2: TEXCOORD2;
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float2 uv3: TEXCOORD3;
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float2 uv4: TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2fCross vertCross(appdata v) {
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v2fCross o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = v.vertex;
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o.pos.y *= _ProjectionParams.x;
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o.uv = v.texcoord;
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float3 offsets = _MainTex_TexelSize.xyx * float3(1, 1, -1) * _BlurScale;
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o.uv1 = v.texcoord - offsets.xy;
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o.uv2 = v.texcoord - offsets.zy;
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o.uv3 = v.texcoord + offsets.zy;
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o.uv4 = v.texcoord + offsets.xy;
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return o;
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}
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v2fCross vertCrossKawase(appdata v) {
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v2fCross o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = v.vertex;
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o.pos.y *= _ProjectionParams.x;
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o.uv = v.texcoord + _MainTex_TexelSize.xy * 0.5;
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float animatedWidth = _BlurScale * _ResampleScale * (0.75 + 0.25 * sin(_Time.w * _Speed));
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float3 offsets = _MainTex_TexelSize.xyx * float3(1, 1, -1) * animatedWidth;
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o.uv1 = v.texcoord - offsets.xy;
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o.uv2 = v.texcoord - offsets.zy;
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o.uv3 = v.texcoord + offsets.zy;
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o.uv4 = v.texcoord + offsets.xy;
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return o;
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}
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v2fCross vertBlurH(appdata v) {
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v2fCross o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = v.vertex;
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o.pos.y *= _ProjectionParams.x;
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float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
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o.uv = v.texcoord;
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float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * animatedWidth, 0);
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o.uv1 = v.texcoord - inc;
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o.uv2 = v.texcoord + inc;
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float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * animatedWidth, 0);
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o.uv3 = v.texcoord - inc2;
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o.uv4 = v.texcoord + inc2;
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return o;
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}
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v2fCross vertBlurV(appdata v) {
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v2fCross o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = v.vertex;
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o.pos.y *= _ProjectionParams.x;
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float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
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o.uv = v.texcoord;
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float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * animatedWidth);
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o.uv1 = v.texcoord - inc;
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o.uv2 = v.texcoord + inc;
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float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * animatedWidth);
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o.uv3 = v.texcoord - inc2;
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o.uv4 = v.texcoord + inc2;
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return o;
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}
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float4 fragBlur (v2fCross i): SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float4 pixel0 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
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float4 pixel1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
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float4 pixel2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
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float4 pixel3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
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float4 pixel4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
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#if SOURCE_SOLID_COLOR
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pixel0.r = pixel0.r > 0;
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pixel1.r = pixel1.r > 0;
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pixel2.r = pixel2.r > 0;
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pixel3.r = pixel3.r > 0;
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pixel4.r = pixel4.r > 0;
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#endif
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float4 pixel = pixel0 * 0.2270270270 + (pixel1 + pixel2) * 0.3162162162 + (pixel3 + pixel4) * 0.0702702703;
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return pixel;
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}
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float4 fragResample(v2fCross i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
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float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
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float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
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float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
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#if SOURCE_SOLID_COLOR
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c1.r = c1.r > 0;
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c2.r = c2.r > 0;
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c3.r = c3.r > 0;
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c4.r = c4.r > 0;
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#endif
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return (c1+c2+c3+c4) * 0.25;
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}
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ENDCG
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Pass {
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Name "Gaussian Blur Horizontal"
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CGPROGRAM
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#pragma vertex vertBlurH
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#pragma fragment fragBlur
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ SOURCE_SOLID_COLOR
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#pragma target 3.0
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ENDCG
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}
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Pass {
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Name "Gaussian Blur Vertical"
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CGPROGRAM
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#pragma vertex vertBlurV
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#pragma fragment fragBlur
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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ENDCG
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}
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Pass {
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Name "Copy Resample"
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CGPROGRAM
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#pragma vertex vertCross
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#pragma fragment fragResample
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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ENDCG
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}
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Pass {
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Name "Fast Blur"
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CGPROGRAM
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#pragma vertex vertCrossKawase
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#pragma fragment fragResample
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#pragma multi_compile _ SOURCE_SOLID_COLOR
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ENDCG
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}
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}
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}
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