Развитие гоночек
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Shader "Custom/CheckPointGTASA"
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{
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Properties
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{
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[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Blend One OneMinusSrcAlpha
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Cull Off
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ZClip True
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ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct Varyings
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{
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float4 clipPos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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};
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.clipPos = TransformObjectToHClip(IN.vertex);
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OUT.uv = IN.uv;
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OUT.normal = IN.normal;
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return OUT;
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}
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float4 _BaseColor;
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half4 frag(Varyings IN) : SV_Target
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{
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if (IN.normal.y > 0) return float(0);
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float4 finalColor = _BaseColor;
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finalColor.a = IN.uv.y;
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return finalColor;
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}
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ENDHLSL
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}
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}
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}
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