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Shader "ECSGame/URP/UnlitAnim"
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{
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Properties
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{
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_BaseColor("BaseColor", color) = (1,1,1,1)
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// Includes
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// Changed
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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CBUFFER_START(UnityPerMaterial)
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float _AnimLen;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _AnimMap;
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float f = _Time.y / _AnimLen;
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fmod(f, 1.0);
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float animMap_x = (vid + 0.5) * _AnimMap_TexelSize.x;
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@@ -0,0 +1,83 @@
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Shader "ECSGame/URP/UnlitNormal"
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{
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Properties
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{
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#pragma vertex vert
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// Includes
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//changed
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//new
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//new
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float4 pos : POSITION;
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struct v2f
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UNITY_VERTEX_INPUT_INSTANCE_ID
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sampler2D _AnimMap;
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float4 _AnimMap_TexelSize;//x == 1/width
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CBUFFER_END
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float4 ObjectToClipPos(float3 pos)
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{
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return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4 (pos,1)));
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v2f vert(appdata v, uint vid : SV_VertexID)
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return o;
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float4 frag(v2f i) : SV_Target
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{
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ENDHLSL
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