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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Edge Detect X" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Treshold ("Treshold", Float) = 0.2
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_TexelSize;
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uniform float _Treshold;
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struct v2f {
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float4 pos : POSITION;
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float2 uv[3] : TEXCOORD0;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
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o.uv[0] = uv;
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o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
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o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 original = tex2D(_MainTex, i.uv[0]);
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// a very simple cross gradient filter
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half3 p1 = original.rgb;
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half3 p2 = tex2D( _MainTex, i.uv[1] ).rgb;
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half3 p3 = tex2D( _MainTex, i.uv[2] ).rgb;
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half3 diff = p1 * 2 - p2 - p3;
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half len = dot(diff,diff);
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if( len >= _Treshold )
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original.rgb = 0;
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return original;
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}
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ENDCG
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}
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}
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Fallback off
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}
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