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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +// Simplified Diffuse shader. Differences from regular Diffuse one: +// - no Main Color +// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "Carmen/UVGlow" +{ + Properties + { + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + Pass { + Cull Off + + CGPROGRAM + #include "UnityCG.cginc" + + #pragma vertex vert + #pragma fragment frag + + sampler2D _MainTex; + float4 _MainTex_ST; + + CBUFFER_START(UnityPerMaterial) + uniform float4 _Emission; + CBUFFER_END + + struct Data + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct V2F + { + float2 uv : TEXCOORD0; + float4 position : SV_POSITION; + }; + + + float3 Hue(float H) + { + return saturate( + float3(abs(H * 6 - 3) - 1, + 2 - abs(H * 6 - 2), + 2 - abs(H * 6 - 4))); + } + + float4 HSVtoRGB(in float3 HSV) + { + return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z, 1); + } + + + V2F vert(Data v) + { + V2F o; + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.position = UnityObjectToClipPos(v.vertex); + return o; + } + + fixed4 frag(V2F i) : SV_TARGET + { + return HSVtoRGB(float3(i.uv.x, 1.0, 1.0)) * (i.uv.y * 100.0); + } + +ENDCG + } + } + + FallBack "VRChat/Mobile/Standard Lite" +} diff --git a/Assets/Shaders/UVGlow.shader.meta b/Assets/Shaders/UVGlow.shader.meta new file mode 100644 index 0000000..aa95a41 --- /dev/null +++ b/Assets/Shaders/UVGlow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68bb4901ce4fd904ba3b7c99b826e57d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Raw Files/TVScreen.blend b/Raw Files/TVScreen.blend index 480a8be..9acb038 100644 Binary files a/Raw Files/TVScreen.blend and b/Raw Files/TVScreen.blend differ