2025-01-02 12:15:45 +08:00
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Shader "Unlit URP Shader/OutLine2"
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{
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Properties
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{
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2025-04-02 14:37:35 +08:00
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//_MainTex("MainTex",2d)="white"{}
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2025-01-02 12:15:45 +08:00
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//_OutLineColor("OutLineColor",color)=(1,1,1,1)
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//_OutLineWide("OutLineWide",float)=1
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}
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2025-04-02 14:37:35 +08:00
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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CBUFFER_START(UnityPerMaterial)
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half4 _OutLineColor;
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half _OutLineWide;
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CBUFFER_END
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float Scale;
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TEXTURE2D(_Temp);//SAMPLER(sampler_Temp);
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TEXTURE2D(_Cut);SAMPLER(sampler_Cut);
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//TEXTURE2D(_MainTex);SAMPLER(sampler_MainTex);
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//SAMPLER(sampler_BlitTexture);
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float4 _BlitTexture_TexelSize;
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TEXTURE2D(_OutLineTex);SAMPLER(sampler_OutLineTex);
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float Strength;
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float2 HoV;
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struct Attributes2
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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//float3 smoothNormal : TEXCOORD3;
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float2 uv : TEXCOORD0;
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};
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struct Varyings2
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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//圆形模糊
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float4 Bur(float2 uv)
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{
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float2 d=_BlitTexture_TexelSize.xy*Scale;
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half4 col=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(0,1)*d);
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(-1,0)*d);
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(0,-1)*d);
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(1,0)*d);
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(-1,1)*d)*0.5;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(1,-1)*d)*0.5;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(-1,-1)*d)*0.5;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+float2(1,1)*d)*0.5;
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return col*0.1666;
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}
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float4 BurHoV(float2 uv)
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{
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float2 d=_BlitTexture_TexelSize.xy*Scale*HoV;
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half4 col=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv)*0.4;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+1*d)*0.15;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+-1*d)*0.15;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+2*d)*0.10;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+-2*d)*0.10;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+3*d)*0.05;
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col+=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,uv+-3*d)*0.05;
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return col;
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}
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float Remap(float x, float t1, float t2, float s1, float s2)
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{
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return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
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}
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float3 ACESToneMapping(float3 color, float adapted_lum)
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{
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const float A = 2.51f;
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const float B = 0.03f;
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const float C = 2.43f;
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const float D = 0.59f;
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const float E = 0.14f;
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color *= adapted_lum;
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return (color * (A * color + B)) / (color * (C * color + D) + E);
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}
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Varyings2 vert(Attributes2 v)
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{
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Varyings2 o = (Varyings2)0;
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o.position = TransformObjectToHClip(v.vertex);
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o.uv=v.uv;
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o.color = _OutLineColor;
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return o;
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}
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float4 _HeightLightColor;
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//填充颜色
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float4 fragFill(Varyings2 i) : SV_Target
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{
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return _OutLineColor;
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}
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//降采样模糊
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float4 fragDownBlur(Varyings i) : SV_Target
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{
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float4 col=Bur(i.texcoord);
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return col;
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}
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//升采样模糊
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half4 fragUpBlur(Varyings i) : SV_Target
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{
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float4 col=Bur(i.texcoord);
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float4 tempColor=SAMPLE_TEXTURE2D(_Temp,sampler_LinearClamp,i.texcoord);
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col.rgb=col.rgb+tempColor.rgb;
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return col;
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}
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//高斯模糊
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float4 fragHoV(Varyings i) : SV_Target
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{
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float4 col=BurHoV(i.texcoord);
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return col;
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}
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//模板剔除
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float4 fragCull(Varyings2 i) : SV_Target
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{
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//float4 mainColor=SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.texcoord);
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//float4 mainColorC=SAMPLE_TEXTURE2D(_Cut,sampler_Cut,i.texcoord);
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// mainColorC.rgb=ACESToneMapping(mainColorC.rgb,0.4);
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return float4(0,0,0,0);
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}
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//模板剔除2
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float4 fragCull2(Varyings i) : SV_Target
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{
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return float4(0,1,0,0);
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}
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//混合颜色
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float4 fragBlend(Varyings i) : SV_Target
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{
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float4 mainColor=SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp,i.texcoord);
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mainColor.rgb*=Strength;
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//mainColor.rgb=ACESToneMapping(mainColor.rgb,0.6);
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return mainColor;
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}
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ENDHLSL
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2025-01-02 12:15:45 +08:00
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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2025-04-02 14:37:35 +08:00
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ZWrite Off
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ZTest Always
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Cull Off
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Lighting Off
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2025-01-02 12:15:45 +08:00
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Pass
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{
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Name "0_Fill"
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Stencil
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{
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2025-04-02 14:37:35 +08:00
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Ref 3
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2025-01-02 12:15:45 +08:00
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Comp Always
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Pass Replace
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2025-04-02 14:37:35 +08:00
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Fail Keep
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2025-01-02 12:15:45 +08:00
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}
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2025-04-02 14:37:35 +08:00
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//ZWrite On
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2025-01-02 12:15:45 +08:00
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HLSLPROGRAM
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#pragma vertex vert
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2025-04-02 14:37:35 +08:00
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#pragma fragment fragFill
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2025-01-02 12:15:45 +08:00
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ENDHLSL
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}
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Pass
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{
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2025-04-02 14:37:35 +08:00
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Name "1_DownBlur"
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2025-01-02 12:15:45 +08:00
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HLSLPROGRAM
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2025-04-02 14:37:35 +08:00
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#pragma vertex Vert
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#pragma fragment fragDownBlur
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2025-01-02 12:15:45 +08:00
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ENDHLSL
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}
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Pass
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{
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2025-04-02 14:37:35 +08:00
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Name "2_UpBlur"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment fragUpBlur
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ENDHLSL
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}
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Pass
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{
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Name "3_Cut"
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2025-01-02 12:15:45 +08:00
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Stencil
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{
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Ref 2
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Comp Equal
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Pass Keep
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2025-04-02 14:37:35 +08:00
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Fail Keep
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2025-01-02 12:15:45 +08:00
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}
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2025-04-02 14:37:35 +08:00
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//ColorMask 0
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//BlendOp RevSub
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2025-01-02 12:15:45 +08:00
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HLSLPROGRAM
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2025-04-02 14:37:35 +08:00
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#pragma vertex Vert
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#pragma fragment fragCull
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2025-01-02 12:15:45 +08:00
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ENDHLSL
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}
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Pass
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{
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2025-04-02 14:37:35 +08:00
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Name "4_Blend"
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Blend One One
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2025-01-02 12:15:45 +08:00
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HLSLPROGRAM
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2025-04-02 14:37:35 +08:00
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#pragma vertex Vert
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#pragma fragment fragBlend
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2025-01-02 12:15:45 +08:00
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ENDHLSL
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}
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2025-04-02 14:37:35 +08:00
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Pass
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2025-01-02 12:15:45 +08:00
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{
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2025-04-02 14:37:35 +08:00
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Name "5_Cut"
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2025-01-02 12:15:45 +08:00
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Stencil
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{
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Ref 2
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2025-04-02 14:37:35 +08:00
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Comp Equal
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2025-01-02 12:15:45 +08:00
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Pass Keep
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ZFail Keep
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}
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2025-04-02 14:37:35 +08:00
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//BlendOp RevSub
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2025-01-02 12:15:45 +08:00
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HLSLPROGRAM
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2025-04-02 14:37:35 +08:00
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#pragma vertex Vert
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#pragma fragment fragCull2
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2025-01-02 12:15:45 +08:00
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ENDHLSL
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}
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2025-04-02 14:37:35 +08:00
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2025-01-02 12:15:45 +08:00
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}
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}
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