1. svn -> git
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Shader "Destructible 2D/Gradient"
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{
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Properties
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{
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_BottomColour("Bottom Colour", Color) = (0.0, 0.0, 1.0, 1.0)
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_BottomHeight("Bottom Height", Float) = 1.0
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_TopColour("Top Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_TopHeight("Top Height", Float) = 10.0
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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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"IgnoreProjector" = "True"
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}
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Pass
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{
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Lighting Off
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Cull Off
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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float4 _BottomColour;
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float _BottomHeight;
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float4 _TopColour;
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float _TopHeight;
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struct a2v
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float height : TEXCOORD0;
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};
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struct f2g
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{
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half4 rgba : COLOR0;
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};
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void Vert(a2v i, out v2f o)
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{
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o.pos = mul(UNITY_MATRIX_MVP, i.vertex);
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o.height = mul(_Object2World, i.vertex).y;
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}
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void Frag(v2f i, out f2g o)
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{
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float height01 = saturate((i.height - _BottomHeight) / (_TopHeight - _BottomHeight));
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o.rgba = lerp(_BottomColour, _TopColour, height01);
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}
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ENDCG
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} // Pass
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} // SubShader
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} // Shader
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