183 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			183 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// Curved World <http://u3d.as/1W8h>
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								// Copyright (c) Amazing Assets <https://amazingassets.world>
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								// Simplified VertexLit Blended Particle shader. Differences from regular VertexLit Blended Particle one:
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								// - no AlphaTest
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								// - no ColorMask
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								Shader "Amazing Assets/Curved World/Mobile/Particles/VertexLit Blended" 
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								{
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								    Properties 
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								    {
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								        [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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								        _EmisColor ("Emissive Color", Color) = (0.200000,0.200000,0.200000,0.000000)
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								        _MainTex ("Particle Texture", 2D) = "white" { }
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								    }
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								    SubShader 
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								    { 
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								        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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								        Pass 
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								        {
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								        	Tags { "LIGHTMODE"="Vertex" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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								            ZWrite Off
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								            Cull Off
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								            Blend SrcAlpha OneMinusSrcAlpha
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								            CGPROGRAM
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								            #pragma vertex vert
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								            #pragma fragment frag
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								            #pragma target 2.0
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								            #include "UnityCG.cginc"
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								            #pragma multi_compile_fog
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								            #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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								#define CURVEDWORLD_BEND_ID_1
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								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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								#include "../../Core/CurvedWorldTransform.cginc" 
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								            // ES2.0/WebGL can not do loops with non-constant-expression iteration counts :(
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								            #if defined(SHADER_API_GLES)
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								            #define LIGHT_LOOP_LIMIT 8
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								            #else
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								            #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
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								            #endif
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								            // Some ES3 drivers (e.g. older Adreno) have problems with the light loop
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								            #if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT))
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								            #define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL
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								            #else
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								            #define LIGHT_LOOP_ATTRIBUTE
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								            #endif
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								            #define ENABLE_SPECULAR 1
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								            // Compile specialized variants for when positional (point/spot) and spot lights are present
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								            #pragma multi_compile __ POINT SPOT
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								            // Compute illumination from one light, given attenuation
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								            half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {
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								            half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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								            // diffuse
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								            half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
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								            return color * atten;
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								            }
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								            // Compute attenuation & illumination from one light
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								            half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {
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								            float3 dirToLight = unity_LightPosition[idx].xyz;
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								            half att = 1.0;
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								            #if defined(POINT) || defined(SPOT)
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								                dirToLight -= eyePosition * unity_LightPosition[idx].w;
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								                // distance attenuation
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								                float distSqr = dot(dirToLight, dirToLight);
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								                att /= (1.0 + unity_LightAtten[idx].z * distSqr);
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								                if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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								                distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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								                dirToLight *= rsqrt(distSqr);
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								                #if defined(SPOT)
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								                // spot angle attenuation
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								                half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
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								                half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
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								                att *= saturate(spotAtt);
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								                #endif
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								            #endif
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								            att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
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								            return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
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								            }
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								            // uniforms
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								            half4 _EmisColor;
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								            int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
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								            float4 _MainTex_ST;
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								            // vertex shader input data
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								            struct appdata {
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								            float4 pos : POSITION;
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								            float3 normal : NORMAL;
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								            half4 color : COLOR;
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								            float3 uv0 : TEXCOORD0;
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								            UNITY_VERTEX_INPUT_INSTANCE_ID
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								            };
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								            // vertex-to-fragment interpolators
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								            struct v2f {
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								            fixed4 color : COLOR0;
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								            float2 uv0 : TEXCOORD0;
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								            #if USING_FOG
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								                fixed fog : TEXCOORD1;
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								            #endif
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								            float4 pos : SV_POSITION;
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								            UNITY_VERTEX_OUTPUT_STEREO
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								            };
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								            // vertex shader
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								            v2f vert (appdata IN) 
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								            {
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								                v2f o;
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								                UNITY_SETUP_INSTANCE_ID(IN);
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								                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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								                #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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								                    CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
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								                #endif
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								                half4 color = IN.color;
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								                float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);//mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
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								                half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
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								                half3 viewDir = 0.0;
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								                // lighting
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								                half3 lcolor = _EmisColor.rgb + color.rgb * glstate_lightmodel_ambient.rgb;
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								                half3 specColor = 0.0;
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								                half shininess = 0 * 128.0;
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								                LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
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								                    lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color, shininess, specColor);
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								                }
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								                color.rgb = lcolor.rgb;
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								                color.a = color.a;
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								                o.color = saturate(color);
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								                // compute texture coordinates
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								                o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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								                // fog
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								                #if USING_FOG
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								                    float fogCoord = length(eyePos.xyz); // radial fog distance
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								                    UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
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								                    o.fog = saturate(unityFogFactor);
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								                #endif
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								                // transform position
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								                o.pos = UnityObjectToClipPos(IN.pos.xyz);
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								                return o;
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								            }
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								            // textures
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								            sampler2D _MainTex;
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								            // fragment shader
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								            fixed4 frag (v2f IN) : SV_Target 
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								            {
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								                fixed4 col;
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								                fixed4 tex, tmp0, tmp1, tmp2;
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								                // SetTexture #0
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								                tex = tex2D (_MainTex, IN.uv0.xy);
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								                col = tex * IN.color;
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								                // fog
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								                #if USING_FOG
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								                    col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
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								                #endif
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								                return col;
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								            }
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								            // texenvs
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								            //! TexEnv0: 01010103 01010103 [_MainTex]
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								            ENDCG
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								        }        
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								    }
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								    CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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								}
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