Shader "Fog Volume/RT viewers/_ShadowTexture"
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{
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Properties{
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_MainTex("Base", 2D) = "" {}
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_Divide("Divide", Range(1, 30000))=1000
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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 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 _ShadowTexture;
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float4 _ShadowTexture_ST;
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fixed _Divide;
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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, _ShadowTexture);
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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(_ShadowTexture, i.uv).r/ _Divide;
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fixed4 col = tex2D(_ShadowTexture, i.uv);
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col.r = col.r / _Divide;
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return col.r*col.g;
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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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