Upgraded to Unity 2019.2 and replaced tabs with spaces
This commit is contained in:
Родитель
6e9be1cef6
Коммит
abb3ed99ce
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@ -1,47 +1,47 @@
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Shader "VolumeRendering/DirectVolumeRenderingShader"
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{
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Properties
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{
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_DataTex ("Data Texture (Generated)", 3D) = "" {}
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Properties
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{
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_DataTex ("Data Texture (Generated)", 3D) = "" {}
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_NoiseTex("Noise Texture (Generated)", 2D) = "white" {}
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_TFTex("Transfer Function Texture (Generated)", 2D) = "" {}
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_MinVal("Min val", Range(0.0, 1.0)) = 0.0
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_MaxVal("Max val", Range(0.0, 1.0)) = 1.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Cull Front
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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Pass
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{
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CGPROGRAM
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#pragma multi_compile MODE_DVR MODE_MIP MODE_SURF
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#pragma multi_compile __ TF2D_ON
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#pragma vertex vert
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#pragma fragment frag
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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 "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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struct appdata
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 vertexLocal : TEXCOORD1;
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float3 normal : NORMAL;
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};
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};
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sampler3D _DataTex;
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sampler3D _DataTex;
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sampler2D _NoiseTex;
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sampler2D _TFTex;
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@ -67,25 +67,25 @@
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}
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// Gets the gradient at the specified position
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float3 getGradient(float3 pos)
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float3 getGradient(float3 pos)
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{
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return tex3Dlod(_DataTex, float4(pos.x, pos.y, pos.z, 0.0f)).rgb;
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return tex3Dlod(_DataTex, float4(pos.x, pos.y, pos.z, 0.0f)).rgb;
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}
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v2f vert_main (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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v2f vert_main (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.vertexLocal = v.vertex;
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o.normal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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return o;
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}
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// Direct Volume Rendering
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fixed4 frag_dvr (v2f i)
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{
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#define NUM_STEPS 1024
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fixed4 frag_dvr (v2f i)
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{
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#define NUM_STEPS 512
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const float stepSize = 1.732f/*greatest distance in box*/ / NUM_STEPS;
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@ -118,7 +118,7 @@
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if (density < _MinVal || density > _MaxVal)
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src.a = 0.0f;
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col.rgb = src.a * src.rgb + (1.0f - src.a)*col.rgb;
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col.rgb = src.a * src.rgb + (1.0f - src.a)*col.rgb;
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col.a = src.a + (1.0f - src.a)*col.a;
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if (col.a > 1.0f)
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@ -128,12 +128,12 @@
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col.rgb = col.rgb;
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return col;
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}
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}
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// Maximum Intensity Projection mode
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fixed4 frag_mip(v2f i)
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{
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#define NUM_STEPS 1024
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#define NUM_STEPS 512
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const float stepSize = 1.732f/*greatest distance in box*/ / NUM_STEPS;
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float3 rayStartPos = i.vertexLocal + float3(0.5f, 0.5f, 0.5f);
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@ -218,7 +218,7 @@
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#endif
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}
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ENDCG
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}
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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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@ -1,66 +1,66 @@
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "VolumeRendering/SliceRenderingShader"
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{
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Properties
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{
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Properties
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{
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_DataTex("Data Texture (Generated)", 3D) = "" {}
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_TFTex("Transfer Function Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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LOD 100
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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LOD 100
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Cull Off
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Pass
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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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#include "UnityCG.cginc"
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Pass
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 relVert : TEXCOORD1;
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};
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};
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sampler3D _DataTex;
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sampler2D _TFTex;
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uniform float4x4 _parentInverseMat;
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uniform float4x4 _planeMat;
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v2f vert (appdata v)
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{
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v2f o;
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v2f vert (appdata v)
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{
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v2f o;
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float3 vert = float3(-v.uv.x, 0.0f, -v.uv.y) + float3(0.5f, 0.0f, 0.5f);
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vert = mul(_planeMat, float4(vert, 1.0f));
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//o.vertex = mul(UNITY_MATRIX_VP, float4(vert, 1.0f));
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o.vertex = UnityObjectToClipPos(v.vertex);;
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o.relVert = mul(_parentInverseMat, float4(vert, 1.0f));
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o.uv = v.uv;
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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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o.uv = v.uv;
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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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float3 dataCoord = i.relVert +float3(0.5f, 0.5f, 0.5f);
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float dataVal = tex3D(_DataTex, dataCoord).a;
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float4 col = tex2D(_TFTex, float2(dataVal, 0.0f));
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col.a = 1.0f;
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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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ENDCG
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}
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}
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}
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@ -1,57 +1,57 @@
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Shader "VolumeRendering/TransferFunction2DShader"
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{
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Properties
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{
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Properties
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{
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_TFTex("Transfer Function Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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Pass
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _TFTex;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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(_TFTex, i.uv);
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//col.a = 1.0f;
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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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ENDCG
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}
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}
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}
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|
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@ -1,57 +1,57 @@
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Shader "VolumeRendering/TransferFunctionPaletteShader"
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{
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Properties
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{
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Properties
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{
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_TFTex("Transfer Function Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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Pass
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _TFTex;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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(_TFTex, float2(i.uv.x, 0.0f));
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col.a = 1.0f;
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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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ENDCG
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}
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}
|
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}
|
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|
|
|
@ -1,68 +1,68 @@
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Shader "VolumeRendering/TransferFunctionShader"
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{
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Properties
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{
|
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_HistTex ("Histogram Texture", 2D) = "white" {}
|
||||
Properties
|
||||
{
|
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_HistTex ("Histogram Texture", 2D) = "white" {}
|
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_TFTex("Transfer Function Texture", 2D) = "white" {}
|
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}
|
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SubShader
|
||||
{
|
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
|
||||
LOD 100
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
|
||||
LOD 100
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _HistTex;
|
||||
sampler2D _HistTex;
|
||||
sampler2D _TFTex;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float density = i.uv.x;
|
||||
float histY = tex2D(_HistTex, float2(density, 0.0f)).r;
|
||||
float4 tfCol = tex2D(_TFTex, float2(density, 0.0f));
|
||||
float4 histCol = histY > i.uv.y ? float4(1.0f, 1.0f, 1.0f, 1.0f) : float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
float alpha = tfCol.a;
|
||||
if (i.uv.y > alpha)
|
||||
tfCol.a = 0.0f;
|
||||
|
||||
float4 col = histCol * 0.5f + tfCol * 0.7f;
|
||||
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,51 @@
|
|||
{
|
||||
"dependencies": {
|
||||
}
|
||||
"dependencies": {
|
||||
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|
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"com.unity.modules.wind": "1.0.0",
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"com.unity.modules.xr": "1.0.0"
|
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}
|
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|
||||
|
|
|
@ -3,7 +3,7 @@
|
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|
@ -52,9 +52,8 @@ PlayerSettings:
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tizenShowActivityIndicatorOnLoading: -1
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@ -64,6 +63,9 @@ PlayerSettings:
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@ -78,6 +80,7 @@ PlayerSettings:
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@ -97,9 +100,6 @@ PlayerSettings:
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@ -108,9 +108,12 @@ PlayerSettings:
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@ -138,11 +141,22 @@ PlayerSettings:
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@ -167,7 +181,7 @@ PlayerSettings:
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@ -189,6 +203,10 @@ PlayerSettings:
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@ -232,6 +250,7 @@ PlayerSettings:
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|
@ -289,15 +312,17 @@ PlayerSettings:
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"False",
|
||||
"False"
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||||
]
|
||||
}
|
Загрузка…
Ссылка в новой задаче