2019-02-21 13:34:53 +00:00
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Shader "AR/StylizedPenguin" {
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Properties {
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_MainTex ("Penguin Texture", 2D) = "white" {}
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}
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SubShader{
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Tags { "RenderType" = "Opaque" }
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Pass {
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Cull Off
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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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fixed4 _Color;
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struct Input {
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float4 position : POSITION;
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float4 color : COLOR;
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float2 coord : TEXCOORD0;
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half3 normal : NORMAL;
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};
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struct VertexToFragment {
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float2 coord : TEXCOORD0;
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half3 normal : NORMAL;
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};
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VertexToFragment vert(Input IN) {
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VertexToFragment OUT;
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OUT.position = UnityObjectToClipPos( IN.position);
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OUT.color = IN.color;
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OUT.coord = IN.coord;
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OUT.normal = UnityObjectToWorldNormal(IN.normal);
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return OUT;
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}
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sampler2D _MainTex;
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float2 _NoiseVector;
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fixed4 frag(VertexToFragment IN) : SV_Target {
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half4 c = tex2D(_MainTex, IN.coord);
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float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
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if (dot(normalize(forward), normalize(-1*IN.normal)) < 0.55) {
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c.rgb = float3(0,0,0);
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} else {
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c.rgb = float3(255,255,255);
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}
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float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
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if (rand < 0.03) {
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if (c.r == 0) {
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c.rgb = float3(255, 255, 255);
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} else {
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c.rgb = float3(0,0,0);
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}
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}
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2019-02-28 10:52:10 +00:00
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2019-02-21 13:34:53 +00:00
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return c;
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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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