2026-05-20 무기습득
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Shader "HighlightPlus/Geometry/ComposeGlow" {
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Properties {
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_MainTex ("Texture", Any) = "black" {}
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_Color ("Color", Color) = (1,1,1)
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[HideInInspector] _Cull ("Cull Mode", Int) = 2
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[HideInInspector] _ZTest ("ZTest Mode", Int) = 0
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[HideInInspector] _Flip("Flip", Vector) = (0, 1, 0)
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[HideInInspector] _BlendSrc("Blend Src", Int) = 1
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[HideInInspector] _BlendDst("Blend Dst", Int) = 1
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_Debug("Debug Color", Color) = (0,0,0,0)
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[HideInInspector] _GlowStencilComp ("Stencil Comp", Int) = 6
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_Padding("Padding", Float) = 0
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[HideInInspector] _Pixelation("Pixelation", Int) = 0
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}
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SubShader
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{
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Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching" = "True" }
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Blend [_BlendSrc] [_BlendDst]
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BlendOp Add
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// Compose effect on camera target
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Pass
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{
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Name "Compose Glow"
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ZWrite Off
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ZTest Always // [_ZTest]
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Cull Off //[_Cull]
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Stencil {
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Ref 2
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Comp [_GlowStencilComp]
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Pass keep
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ReadMask 2
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WriteMask 2
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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 _ HP_MASK_CUTOUT
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#pragma multi_compile_local _ HP_ALL_EDGES
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT);
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float4 _HPSourceRT_TexelSize;
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fixed4 _Color;
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float3 _Flip;
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fixed4 _Debug;
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half _Padding;
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int _Pixelation;
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#if HP_ALL_EDGES
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#define OUTLINE_SOURCE outline.g
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#else
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#define OUTLINE_SOURCE outline.r
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float4 scrPos: TEXCOORD0;
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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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v2f vert (appdata 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_OUTPUT(v2f, o);
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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 = UnityObjectToClipPos(v.vertex);
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o.scrPos = ComputeScreenPos(o.pos);
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o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
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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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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float2 uv = i.scrPos.xy/i.scrPos.w;
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if (_Pixelation > 1) {
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float2 pixel_uv = uv * _HPSourceRT_TexelSize.zw;
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pixel_uv = (floor(pixel_uv / _Pixelation) + 0.5) * _Pixelation;
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uv = pixel_uv * _HPSourceRT_TexelSize.xy;
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}
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fixed glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal, uv).r;
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#if HP_MASK_CUTOUT
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fixed maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy).r;
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fixed maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy).r;
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fixed maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy).r;
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fixed maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy).r;
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glow *= maskN == 0 || maskS == 0 || maskW == 0 || maskE == 0;
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#endif
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fixed4 color = _Color;
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// read padding from outline
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fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv);
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glow = step(OUTLINE_SOURCE, _Padding) * glow / _Padding;
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color.a *= glow;
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color.a = saturate(color.a);
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color = lerp(color, _Debug, 1.0 - 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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