Fix formatting on shaders
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@@ -1,50 +1,56 @@
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Shader "Oxysoft/RetroPixelMax" {
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Properties {
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_ColorCount ("Color Count", Int) = 8
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_MainTex ("", 2D) = "white" {}
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Shader "Oxysoft/RetroPixelMax"
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{
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Properties
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{
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_ColorCount("Color Count", Int) = 8
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_MainTex("", 2D) = "white" {}
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}
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SubShader {
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SubShader
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{
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Lighting Off
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ZTest Always
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Cull Off
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ZWrite Off
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Fog { Mode Off }
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Pass {
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CGPROGRAM
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Pass
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{
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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#pragma exclude_renderers flash
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma exclude_renderers flash
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#pragma vertex vert_img
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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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#include "UnityCG.cginc"
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uniform int _ColorCount;
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uniform int _ColorCount;
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uniform fixed4 _Colors[256];
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uniform sampler2D _MainTex;
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uniform sampler2D _MainTex;
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fixed4 frag (v2f_img i) : COLOR
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{
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fixed3 original = tex2D (_MainTex, i.uv).rgb;
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fixed4 frag(v2f_img i) : COLOR
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{
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fixed3 original = tex2D(_MainTex, i.uv).rgb;
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fixed4 col = fixed4 (0,0,0,0);
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fixed dist = 10000000.0;
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fixed4 col = fixed4(0,0,0,0);
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fixed dist = 10000000.0;
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for (int i = 0; i < _ColorCount; i++) {
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fixed4 c = _Colors[i];
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fixed d = distance(original, c);
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for (int i = 0; i < _ColorCount; i++)
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{
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fixed4 c = _Colors[i];
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fixed d = distance(original, c);
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if (d < dist) {
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dist = d;
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col = c;
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}
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}
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if (d < dist)
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{
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dist = d;
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col = c;
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}
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}
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return col;
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}
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ENDCG
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}
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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