90 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			90 lines
		
	
	
		
			2.1 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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								Shader "Amazing Assets/Curved World/Unity Standard Assets/Projector/Light" 
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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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										_Color ("Main Color", Color) = (1,1,1,1)
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										_ShadowTex ("Cookie", 2D) = "" {}
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										_FalloffTex ("FallOff", 2D) = "" {}
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									}
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									Subshader 
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									{
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										Tags {"Queue"="Transparent"}
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										Pass 
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										{
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											ZWrite Off
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											ColorMask RGB
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											Blend DstColor One
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											Offset -1, -1
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											CGPROGRAM
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											#pragma vertex vert
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											#pragma fragment frag
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											#pragma multi_compile_fog
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											#include "UnityCG.cginc"
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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 "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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											struct v2f 
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											{
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												float4 uvShadow : TEXCOORD0;
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												float4 uvFalloff : TEXCOORD1;
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												UNITY_FOG_COORDS(2)
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												float4 pos : SV_POSITION;
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											};
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											float4x4 unity_Projector;
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											float4x4 unity_ProjectorClip;
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											v2f vert (float4 vertex : POSITION)
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											{
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												v2f o;
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								#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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									CURVEDWORLD_TRANSFORM_VERTEX(vertex)
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								#endif
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												o.pos = UnityObjectToClipPos(vertex);
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												o.uvShadow = mul (unity_Projector, vertex);
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												o.uvFalloff = mul (unity_ProjectorClip, vertex);
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												UNITY_TRANSFER_FOG(o,o.pos);
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												return o;
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											}
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											fixed4 _Color;
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											sampler2D _ShadowTex;
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											sampler2D _FalloffTex;
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											fixed4 frag (v2f i) : SV_Target
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											{
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												fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
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												texS.rgb *= _Color.rgb;
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												texS.a = 1.0-texS.a;
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												fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
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												fixed4 res = texS * texF.a;
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												UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
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												return res;
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											}
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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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