60 lines
1.1 KiB
Plaintext
60 lines
1.1 KiB
Plaintext
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Shader "UnityChan/Hair"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1, 1, 1, 1)
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_ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1)
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_SpecularPower ("Specular Power", Float) = 20
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_EdgeThickness ("Outline Thickness", Float) = 1
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_MainTex ("Diffuse", 2D) = "white" {}
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_FalloffSampler ("Falloff Control", 2D) = "white" {}
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_RimLightSampler ("RimLight Control", 2D) = "white" {}
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_SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {}
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_EnvMapSampler ("Environment Map", 2D) = "" {}
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_NormalMapSampler ("Normal Map", 2D) = "" {}
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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"Queue"="Geometry"
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"LightMode"="ForwardBase"
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}
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Pass
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{
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#pragma multi_compile_fwdbase
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#pragma target 3.0
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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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#include "AutoLight.cginc"
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#define ENABLE_NORMAL_MAP
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#include "CharaMain.cg"
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ENDCG
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}
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Pass
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{
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Cull Front
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ZTest Less
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CGPROGRAM
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#pragma target 3.0
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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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#include "CharaOutline.cg"
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ENDCG
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}
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}
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FallBack "Transparent/Cutout/Diffuse"
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}
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