Added many other
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// Use to cut holes in captured geometry, fills depth before the color shader
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Shader "Hidden/ftFarSphereRenderOccluder"
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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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}
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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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ColorMask 0
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//ZTest Always
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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 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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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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struct MRT
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{
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float4 AlbedoAlpha : SV_Target0;
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float4 Normal : SV_Target1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = mul(unity_ObjectToWorld, v.vertex);
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//o.vertex.xyz += normalize(_WorldSpaceCameraPos - o.vertex.xyz) * 0.01;
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o.vertex = mul(UNITY_MATRIX_VP, float4(o.vertex.xyz,1));
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o.vertex.z += 0.001;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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MRT frag (v2f i)
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{
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MRT mrt;
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mrt.AlbedoAlpha = 0;
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mrt.Normal = 0;
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return mrt;
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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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