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- Shader "Hidden/FLOW/ShapeOutline"
- {
- Properties
- {
- }
- SubShader
- {
- Cull Off
- Pass
- {
- CGPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _FlowShapeTex;
- float4 _FlowShapeChannel;
- void Vert (in appdata i, out v2f o)
- {
- o.vertex = UnityObjectToClipPos(i.vertex);
- o.uv = i.uv;
- }
- fixed4 Frag (v2f i) : SV_Target
- {
- float shape = dot(tex2D(_FlowShapeTex, i.uv), _FlowShapeChannel);
- float side = shape + abs(ddx(shape)) + abs(ddy(shape));
- if (shape >= 0.5f || side < 0.5f)
- {
- discard;
- }
- return 1.0f;
- }
- ENDCG
- }
- }
- }
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