66 lines
1.5 KiB
Plaintext
66 lines
1.5 KiB
Plaintext
Shader "Unlit/Barcode"
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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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_Color1 ("Color1", Color) = (0,0,0,1)
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_Color2 ("Color2", Color) = (1,1,1,1)
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_Row ("Row", int) = 5
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_Column("Column", int) = 5
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_Value ("Value", int) = 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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#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 texcoord1 : TEXCOORD1;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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fixed4 _Color1;
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fixed4 _Color2;
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int _Value;
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int _Row;
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int _Column;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = float4(v.texcoord1.xy, 0, 0);
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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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int x = floor(i.uv.x * _Row);
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int y = floor(i.uv.y * _Column);
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int bit = x + y * _Row;
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if ((_Value >> bit) & 1)
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return _Color2;
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return _Color1;
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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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