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2d2b8d48
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kacerekz
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Shader "Unlit/Grayscale"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Min("Min", Range(0.0, 1.0)) = 0.0
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_Max("Max", Range(0.0, 1.0)) = 0.25
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_Color("Color", Color) = (0,0,0,0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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 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 _MainTex;
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float4 _MainTex_ST;
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float _Min;
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float _Max;
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float4 _Color;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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float bw = (0.3f * col.r) + (0.59f * col.g) + (0.11f * col.b);
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bw *= col.a;
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float res = _Min + (_Max - _Min) * bw;
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return 1 - fixed4(res, res, res, 1);
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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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