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Update Unity version.
1 parent 3ca8823 commit 858ddd4

18 files changed

Lines changed: 54 additions & 45 deletions

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Assets/02_UnlitShader/UnlitShader.shader

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@@ -6,7 +6,7 @@
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{
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CGPROGRAM
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9-
#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"

Assets/03_Properties/ColorProperty.shader

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{
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"

Assets/03_Properties/RangeProperty.shader

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{
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"

Assets/04_TextureMap/TextureMap.shader

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@@ -11,21 +11,21 @@
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{
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CGPROGRAM
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#pragma vertex vert
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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 : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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sampler2D _MainTex;
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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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o.uv = v.uv;
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return o;
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}
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Assets/04_TextureMap/TransformTex.shader

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@@ -12,31 +12,31 @@
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{
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CGPROGRAM
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#pragma vertex vert
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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 : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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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, _MainTex);
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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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Assets/05_VertexFragment/FragmentShader.shader

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@@ -11,31 +11,31 @@
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{
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CGPROGRAM
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#pragma vertex vert
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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 : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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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, _MainTex);
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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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Assets/05_VertexFragment/VertexShader.shader

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@@ -11,25 +11,25 @@
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{
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CGPROGRAM
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#pragma vertex vert
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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 : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD;
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float2 uv : TEXCOORD;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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}
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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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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Assets/06_Culling/Culling.shader

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{
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"

Assets/07_ZTest/Offset.shader

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SubShader
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{
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ZTest LEqual
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ZTest LEqual
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Offset -1, -1
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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 vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"

Assets/07_ZTest/ZTest.shader

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{
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CGPROGRAM
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#pragma vertex vert
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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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