열차 목업의 내부 확인용 프로젝트
smchoi
2024-07-24 ec231f4110c782d44ea2820a1eaaa7a5711c6f16
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
//////////////////////////////////////////////////////
// MK Glow Selective Render Shader                    //
//                                                    //
// Created by Michael Kremmel                       //
// www.michaelkremmel.de                            //
// Copyright © 2020 All rights reserved.            //
//////////////////////////////////////////////////////
Shader "Hidden/MK/Glow/SelectiveRender"
{
    SubShader 
    {
        Tags { "RenderType"="MKGlow" "Queue"="Transparent" "LightMode"="ForwardBase" }
        Blend SrcAlpha OneMinusSrcAlpha
        Pass 
        {
            ZTest LEqual  
            Fog { Mode Off }
            Cull Back
            Lighting Off
            ZWrite On
 
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
 
            #pragma multi_compile _EMISSION
 
            #include "UnityCG.cginc"
            
            uniform sampler2D _MainTex;
            uniform sampler2D _EmissionMap;
            uniform fixed3 _EmissionColor;
            uniform fixed4 _Color;
            
            struct Input
            {
                float2 texcoord : TEXCOORD0;
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            
            struct Output 
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            Output vert (Input i)
            {
                UNITY_SETUP_INSTANCE_ID(i);
                Output o;
                UNITY_INITIALIZE_OUTPUT(Output,o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.pos =  UnityObjectToClipPos(i.vertex);
                o.uv = i.texcoord.xy;
                return o;
            }
 
            fixed4 frag (Output i) : SV_TARGET
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
                #ifdef _EMISSION
                    fixed4 glow = tex2D(_EmissionMap, i.uv.xy);
                    glow.rgb *= _EmissionColor * glow.a;
                    glow.a = tex2D(_MainTex, i.uv.xy).a * _Color.a;
                    return glow;
                #else
                    return fixed4(0,0,0, tex2D(_MainTex, i.uv.xy).a * _Color.a);
                #endif
            }
            ENDHLSL
        }
    }
    SubShader 
    {
        Tags { "RenderType"="MKGlowLegacy" "Queue"="Transparent" "LightMode"="ForwardBase"}
        Blend SrcAlpha OneMinusSrcAlpha
        Pass 
        {
            ZTest LEqual  
            Fog { Mode Off }
            Cull Back
            Lighting Off
            ZWrite On
 
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
 
            #include "UnityCG.cginc"
            
            uniform sampler2D _MainTex;
            uniform sampler2D _MKGlowTex;
            uniform float4 _MKGlowTex_ST;
            uniform fixed4 _MKGlowColor;
            uniform half _MKGlowPower;
            uniform half _MKGlowTexPower;
            uniform fixed4 _Color;
            
            struct Input
            {
                float2 texcoord : TEXCOORD0;
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            
            struct Output 
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            Output vert (Input i)
            {
                UNITY_SETUP_INSTANCE_ID(i);
                Output o;
                UNITY_INITIALIZE_OUTPUT(Output,o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.pos =  UnityObjectToClipPos(i.vertex);
                o.uv = i.texcoord.xy;
                return o;
            }
 
            fixed4 frag (Output i) : SV_TARGET
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
                fixed4 glow = tex2D(_MKGlowTex, i.uv.xy);
                glow.rgb *= (_MKGlowColor * _MKGlowPower);
                glow.rgb *= glow.a;
                glow.a = tex2D(_MainTex, i.uv.xy).a * _Color.a;
                return glow;
            }
            ENDHLSL
        }
    }
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="MKGlowUI"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
            "LightMode"="ForwardBase"
        }
 
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
 
        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]
 
        Pass
        {
            Name "Default"
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
 
            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
            
            #define _EMISSION_ONLY
 
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
            #include "../Inc/UI.hlsl"
 
            ENDHLSL
        }
    }
    SubShader 
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="MKGlowSprite"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
            "LightMode"="ForwardBase"
        }
 
        Cull Off
        Lighting Off
        ZWrite On
        Blend One OneMinusSrcAlpha
 
        Pass 
        {
            HLSLPROGRAM
            #pragma vertex SpriteVert
            #pragma fragment SpriteNoMainFrag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
            #pragma multi_compile _ PIXELSNAP_ON
            #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
 
            #define _EMISSION_ONLY
 
            #include "UnityCG.cginc"
            #include "../Inc/Sprite.hlsl"
            
            ENDHLSL
        }
    }
    SubShader 
    {
        Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
        Pass 
        {
            Fog { Mode Off }
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
            
            #include "UnityCG.cginc"
 
            struct Input
            {
                float2 texcoord : TEXCOORD0;
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            
            struct Output 
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            Output vert (Input i)
            {
                UNITY_SETUP_INSTANCE_ID(i);
                Output o;
                UNITY_INITIALIZE_OUTPUT(Output,o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.pos = UnityObjectToClipPos (i.vertex);
                o.uv = i.texcoord;
                return o;
            }
 
            fixed4 frag (Output i) : SV_TARGET
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
                return fixed4(0,0,0,1);
            }
            
            ENDHLSL
        }
    }
    SubShader 
    {
        Tags { "RenderType"="Transparent" "LightMode"="ForwardBase" }
        Pass 
        {
            Cull Off
            Fog { Mode Off }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
 
            #include "UnityCG.cginc"
 
            uniform sampler2D _MainTex;
            uniform float4 _MainTex_ST;
            uniform fixed4 _Color;
 
            struct Input
            {
                float2 texcoord : TEXCOORD0;
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            
            struct Output 
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            Output vert (Input i)
            {
                UNITY_SETUP_INSTANCE_ID(i);
                Output o;
                UNITY_INITIALIZE_OUTPUT(Output,o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.pos = UnityObjectToClipPos (i.vertex);
                o.uv = i.texcoord;
                return o;
            }
 
            fixed4 frag (Output i) : SV_TARGET
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
                return fixed4(0,0,0, tex2D(_MainTex, i.uv).a * _Color.a);
            }
            
            ENDHLSL
        }
    }
 
    SubShader 
    {
        Tags { "RenderType"="TransparentCutout" "LightMode"="ForwardBase" }
        Pass 
        {
            Fog { Mode Off }
            Blend SrcAlpha OneMinusSrcAlpha
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 2.0
            #pragma multi_compile_instancing
 
            uniform half _Cutoff;
 
            #include "UnityCG.cginc"
 
            struct Input
            {
                float2 texcoord : TEXCOORD0;
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            
            struct Output 
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            Output vert (Input i)
            {
                UNITY_SETUP_INSTANCE_ID(i);
                Output o;
                UNITY_INITIALIZE_OUTPUT(Output,o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.pos = UnityObjectToClipPos (i.vertex);
                o.uv = i.texcoord;
                return o;
            }
 
            fixed4 frag (Output i) : SV_TARGET
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
                clip(_Cutoff);
                return fixed4(0,0,0,1);
            }
            
            ENDHLSL
        }
    }