Added many other
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Shader "Bakery/LightFilter"
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{
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Properties
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{
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_TransparencyLM ("Transmissive Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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Cull Off
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Blend DstColor Zero
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ZWrite Off
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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 _TransparencyLM;
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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 = v.uv;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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// sample the texture
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float4 color = tex2D(_TransparencyLM, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, color);
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return color;
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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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