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keep-everything-alive/Assets/Shaders/Core/Static.shader

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Shader "Custom/Static"
{
Properties
{
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_Brightness ("Brightness", Range(0.0, 1.0)) = 0.1
_Multiplier ("Multiplier", Float) = 11111.1
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}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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float _Brightness;
float _Multiplier;
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struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float random(float2 coordinates) {
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return frac(sin(dot(coordinates, float2(_Time.x + 1, _Time.y + 1))) * _Multiplier);
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}
float4 frag (v2f i) : SV_Target
{
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float r = random(i.vertex.xy) * _Brightness;
return float4(r, r, r, 1.0);
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}
ENDCG
}
}
}