348 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			348 lines
		
	
	
		
			10 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 shader. Differences from regular VertexLit one:
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								// - no per-material color
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								// - no specular
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								// - no emission
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								Shader "Amazing Assets/Curved World/Mobile/VertexLit" 
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								{
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								    Properties 
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								    {
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								        [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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								        _MainTex ("Base (RGB)", 2D) = "white" { }
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								    }
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								SubShader { 
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								 LOD 80
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								 Tags { "RenderType"="CurvedWorld_Opaque" }
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								 Pass {
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								  Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_Opaque" }
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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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								#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_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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								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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								  float3 uv0 : TEXCOORD0;
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								  #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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								    float4 tangent : TANGENT;
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								  #endif
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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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								  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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								    #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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								        CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(IN.pos, IN.normal, IN.tangent)
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								    #else
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								        CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
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								    #endif
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								#endif
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								  half4 color = half4(0,0,0,1.1);
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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 = half4(0,0,0,1).rgb + half4(1,1,1,1).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, half4(1,1,1,1), shininess, specColor);
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								  }
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								  color.rgb = lcolor.rgb;
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								  color.a = half4(1,1,1,1).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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								  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.rgb = tex * IN.color;
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								  col *= 2;
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								  col.a = fixed4(1,1,1,1).a;
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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: 02010103 01060004 [_MainTex] [ffffffff]
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								ENDCG
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								 }
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								 Pass {
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								  Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" }
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								CGPROGRAM
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								#include "HLSLSupport.cginc"
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								#define UNITY_INSTANCED_LOD_FADE
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								#define UNITY_INSTANCED_SH
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								#define UNITY_INSTANCED_LIGHTMAPSTS
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								#define UNITY_INSTANCED_RENDERER_BOUNDS
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								#include "UnityShaderVariables.cginc"
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								#include "UnityShaderUtilities.cginc"
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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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								        float4 _MainTex_ST;
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								        struct appdata
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								        {
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								            float4 pos : POSITION;
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								            float3 uv1 : TEXCOORD1;
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								            float3 uv0 : TEXCOORD0;
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								            UNITY_VERTEX_INPUT_INSTANCE_ID
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								        };
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								        struct v2f
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								        {
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								            float2 uv0 : TEXCOORD0;
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								            float2 uv1 : TEXCOORD1;
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								        #if USING_FOG
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								            fixed fog : TEXCOORD2;
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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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								        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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								            o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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								            o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #if USING_FOG
							 | 
						||
| 
								 | 
							
								            float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);
							 | 
						||
| 
								 | 
							
								            float fogCoord = length(eyePos.xyz);
							 | 
						||
| 
								 | 
							
								            UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
							 | 
						||
| 
								 | 
							
								            o.fog = saturate(unityFogFactor);
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            o.pos = UnityObjectToClipPos(IN.pos.xyz);
							 | 
						||
| 
								 | 
							
								            return o;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        fixed4 frag(v2f IN) : SV_Target
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            fixed4 col;
							 | 
						||
| 
								 | 
							
								            fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
							 | 
						||
| 
								 | 
							
								            half3 bakedColor = DecodeLightmap(tex);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            tex = tex2D(_MainTex, IN.uv1.xy);
							 | 
						||
| 
								 | 
							
								            col.rgb = tex.rgb * bakedColor;
							 | 
						||
| 
								 | 
							
								            col.a = 1.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #if USING_FOG
							 | 
						||
| 
								 | 
							
								            col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            return col;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        ENDCG
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								 Pass {
							 | 
						||
| 
								 | 
							
								  Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
								  Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								  Cull Off
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_RENDERER_BOUNDS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #pragma vertex vert
							 | 
						||
| 
								 | 
							
								        #pragma fragment frag
							 | 
						||
| 
								 | 
							
								        #pragma target 2.0
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
							 | 
						||
| 
								 | 
							
								        #include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        struct v2f {
							 | 
						||
| 
								 | 
							
								            V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								            UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        v2f vert( appdata_base v )
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            v2f o;
							 | 
						||
| 
								 | 
							
								            UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
							 | 
						||
| 
								 | 
							
								                CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								            return o;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        float4 frag( v2f i ) : SV_Target
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            SHADOW_CASTER_FRAGMENT(i)
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        ENDCG
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
							 | 
						||
| 
								 | 
							
								}
							 |