341 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			341 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
								 | 
							
								Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/VertexLit" 
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Properties 
							 | 
						||
| 
								 | 
							
								    {        
							 | 
						||
| 
								 | 
							
								        _Color ("Color (RGB)", Color) = (1, 1, 1, 1)
							 | 
						||
| 
								 | 
							
								        _MainTex ("Base (RGB)", 2D) = "white" { }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								SubShader  
							 | 
						||
| 
								 | 
							
								{ 
							 | 
						||
| 
								 | 
							
								    LOD 80
							 | 
						||
| 
								 | 
							
								    Tags { "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								    
							 | 
						||
| 
								 | 
							
								    Pass 
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        CGPROGRAM
							 | 
						||
| 
								 | 
							
								        #pragma vertex vert
							 | 
						||
| 
								 | 
							
								        #pragma fragment frag
							 | 
						||
| 
								 | 
							
								        #pragma target 2.0
							 | 
						||
| 
								 | 
							
								        #include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								        #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // ES2.0/WebGL can not do loops with non-constant-expression iteration counts :(
							 | 
						||
| 
								 | 
							
								        #if defined(SHADER_API_GLES)
							 | 
						||
| 
								 | 
							
								          #define LIGHT_LOOP_LIMIT 8
							 | 
						||
| 
								 | 
							
								        #else
							 | 
						||
| 
								 | 
							
								          #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Some ES3 drivers (e.g. older Adreno) have problems with the light loop
							 | 
						||
| 
								 | 
							
								        #if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT))
							 | 
						||
| 
								 | 
							
								          #define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL
							 | 
						||
| 
								 | 
							
								        #else
							 | 
						||
| 
								 | 
							
								          #define LIGHT_LOOP_ATTRIBUTE
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								        #define ENABLE_SPECULAR 1
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Compile specialized variants for when positional (point/spot) and spot lights are present
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile __ POINT SPOT
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_#ID#
							 | 
						||
| 
								 | 
							
								#include "../../../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // Compute illumination from one light, given attenuation
							 | 
						||
| 
								 | 
							
								          half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
							 | 
						||
| 
								 | 
							
								              // diffuse
							 | 
						||
| 
								 | 
							
								              half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
							 | 
						||
| 
								 | 
							
								              return color * atten;
							 | 
						||
| 
								 | 
							
								          }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // Compute attenuation & illumination from one light
							 | 
						||
| 
								 | 
							
								          half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              float3 dirToLight = unity_LightPosition[idx].xyz;
							 | 
						||
| 
								 | 
							
								              half att = 1.0;
							 | 
						||
| 
								 | 
							
								              #if defined(POINT) || defined(SPOT)
							 | 
						||
| 
								 | 
							
								                  dirToLight -= eyePosition * unity_LightPosition[idx].w;
							 | 
						||
| 
								 | 
							
								                  // distance attenuation
							 | 
						||
| 
								 | 
							
								                  float distSqr = dot(dirToLight, dirToLight);
							 | 
						||
| 
								 | 
							
								                  att /= (1.0 + unity_LightAtten[idx].z * distSqr);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                  if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) 
							 | 
						||
| 
								 | 
							
								                      att = 0.0; // set to 0 if outside of range
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                  distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
							 | 
						||
| 
								 | 
							
								                  dirToLight *= rsqrt(distSqr);
							 | 
						||
| 
								 | 
							
								                  #if defined(SPOT)
							 | 
						||
| 
								 | 
							
								                      // spot angle attenuation
							 | 
						||
| 
								 | 
							
								                      half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
							 | 
						||
| 
								 | 
							
								                      half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
							 | 
						||
| 
								 | 
							
								                      att *= saturate(spotAtt);
							 | 
						||
| 
								 | 
							
								                  #endif
							 | 
						||
| 
								 | 
							
								              #endif
							 | 
						||
| 
								 | 
							
								              att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
							 | 
						||
| 
								 | 
							
								              return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
							 | 
						||
| 
								 | 
							
								          }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // uniforms
							 | 
						||
| 
								 | 
							
								          int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
							 | 
						||
| 
								 | 
							
								          float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // vertex shader input data
							 | 
						||
| 
								 | 
							
								          struct appdata 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              float4 pos : POSITION;
							 | 
						||
| 
								 | 
							
								              float3 normal : NORMAL;
							 | 
						||
| 
								 | 
							
								              float4 tangent : TANGENT;
							 | 
						||
| 
								 | 
							
								              float3 uv0 : TEXCOORD0;
							 | 
						||
| 
								 | 
							
								              UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								          };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // vertex-to-fragment interpolators
							 | 
						||
| 
								 | 
							
								          struct v2f 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								              float2 uv0 : TEXCOORD0;
							 | 
						||
| 
								 | 
							
								              #if USING_FOG
							 | 
						||
| 
								 | 
							
								                fixed fog : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								              #endif
							 | 
						||
| 
								 | 
							
								              float4 pos : SV_POSITION;
							 | 
						||
| 
								 | 
							
								              UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								          };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // vertex shader
							 | 
						||
| 
								 | 
							
								          v2f vert (appdata IN) 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              v2f o;
							 | 
						||
| 
								 | 
							
								              UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								              UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								              half4 color = half4(0,0,0,1.1);
							 | 
						||
| 
								 | 
							
								              float3 eyePos = UnityObjectToViewPos(IN.pos).xyz;
							 | 
						||
| 
								 | 
							
								              half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
							 | 
						||
| 
								 | 
							
								              half3 viewDir = 0.0;
							 | 
						||
| 
								 | 
							
								              // lighting
							 | 
						||
| 
								 | 
							
								              half3 lcolor = half4(0,0,0,1).rgb + half4(1,1,1,1).rgb * glstate_lightmodel_ambient.rgb;
							 | 
						||
| 
								 | 
							
								              half3 specColor = 0.0;
							 | 
						||
| 
								 | 
							
								              half shininess = 0 * 128.0;
							 | 
						||
| 
								 | 
							
								              LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) 
							 | 
						||
| 
								 | 
							
								              {
							 | 
						||
| 
								 | 
							
								                  lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, half4(1,1,1,1), shininess, specColor);
							 | 
						||
| 
								 | 
							
								              }
							 | 
						||
| 
								 | 
							
								              color.rgb = lcolor.rgb;
							 | 
						||
| 
								 | 
							
								              color.a = half4(1,1,1,1).a;
							 | 
						||
| 
								 | 
							
								              o.color = saturate(color);
							 | 
						||
| 
								 | 
							
								              // compute texture coordinates
							 | 
						||
| 
								 | 
							
								              o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
							 | 
						||
| 
								 | 
							
								              // fog
							 | 
						||
| 
								 | 
							
								              #if USING_FOG
							 | 
						||
| 
								 | 
							
								                  float fogCoord = length(eyePos.xyz); // radial fog distance
							 | 
						||
| 
								 | 
							
								                  UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
							 | 
						||
| 
								 | 
							
								                  o.fog = saturate(unityFogFactor);
							 | 
						||
| 
								 | 
							
								              #endif
							 | 
						||
| 
								 | 
							
								              // transform position
							 | 
						||
| 
								 | 
							
								              o.pos = UnityObjectToClipPos(IN.pos);
							 | 
						||
| 
								 | 
							
								              return o;
							 | 
						||
| 
								 | 
							
								          }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // textures
							 | 
						||
| 
								 | 
							
								          sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								          fixed4 _Color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          // fragment shader
							 | 
						||
| 
								 | 
							
								          fixed4 frag (v2f IN) : SV_Target 
							 | 
						||
| 
								 | 
							
								          {
							 | 
						||
| 
								 | 
							
								              fixed4 col;
							 | 
						||
| 
								 | 
							
								              fixed4 tex, tmp0, tmp1, tmp2;
							 | 
						||
| 
								 | 
							
								              // SetTexture #0
							 | 
						||
| 
								 | 
							
								              tex = tex2D (_MainTex, IN.uv0.xy) * _Color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								              col = tex * IN.color;
							 | 
						||
| 
								 | 
							
								              col *= 2;
							 | 
						||
| 
								 | 
							
								              
							 | 
						||
| 
								 | 
							
								              // fog
							 | 
						||
| 
								 | 
							
								              #if USING_FOG
							 | 
						||
| 
								 | 
							
								                col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
							 | 
						||
| 
								 | 
							
								              #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								              
							 | 
						||
| 
								 | 
							
								              
							 | 
						||
| 
								 | 
							
								            #if defined(_ALPHABLEND_ON) 
							 | 
						||
| 
								 | 
							
								                col.a = tex.a;
							 | 
						||
| 
								 | 
							
								            #elif defined(_ALPHAPREMULTIPLY_ON)
							 | 
						||
| 
								 | 
							
								                col.rgb *= tex.a;
							 | 
						||
| 
								 | 
							
								                col.a = tex.a;
							 | 
						||
| 
								 | 
							
								            #else
							 | 
						||
| 
								 | 
							
								                UNITY_OPAQUE_ALPHA(col.a);
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            return col;
							 | 
						||
| 
								 | 
							
								          }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          ENDCG
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    Pass 
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        CGPROGRAM
							 | 
						||
| 
								 | 
							
								        #include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								        #include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								        #include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #pragma vertex vert
							 | 
						||
| 
								 | 
							
								        #pragma fragment frag
							 | 
						||
| 
								 | 
							
								        #pragma target 2.0
							 | 
						||
| 
								 | 
							
								        #include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								        #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_#ID#
							 | 
						||
| 
								 | 
							
								#include "../../../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        struct appdata
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            float4 pos : POSITION;
							 | 
						||
| 
								 | 
							
								            float3 uv1 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								            float3 uv0 : TEXCOORD0;
							 | 
						||
| 
								 | 
							
								            UNITY_VERTEX_INPUT_INSTANCE_ID 
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        struct v2f
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            float2 uv0 : TEXCOORD0;
							 | 
						||
| 
								 | 
							
								            float2 uv1 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								            #if USING_FOG
							 | 
						||
| 
								 | 
							
								                fixed fog : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								            float4 pos : SV_POSITION;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        v2f vert(appdata IN)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            v2f o;
							 | 
						||
| 
								 | 
							
								            UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								            o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #if USING_FOG
							 | 
						||
| 
								 | 
							
								                float3 eyePos = UnityObjectToViewPos(IN.pos);
							 | 
						||
| 
								 | 
							
								                float fogCoord = length(eyePos.xyz);
							 | 
						||
| 
								 | 
							
								                UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
							 | 
						||
| 
								 | 
							
								                o.fog = saturate(unityFogFactor);
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            o.pos = UnityObjectToClipPos(IN.pos);
							 | 
						||
| 
								 | 
							
								            return o;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								        fixed4 _Color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        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) * _Color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            col.rgb = tex.rgb * bakedColor;
							 | 
						||
| 
								 | 
							
								            col.a = tex.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #if USING_FOG
							 | 
						||
| 
								 | 
							
								            col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            #if defined(_ALPHABLEND_ON) 
							 | 
						||
| 
								 | 
							
								                col.a = tex.a;
							 | 
						||
| 
								 | 
							
								            #elif defined(_ALPHAPREMULTIPLY_ON)
							 | 
						||
| 
								 | 
							
								                col.rgb *= tex.a;
							 | 
						||
| 
								 | 
							
								                col.a = tex.a;
							 | 
						||
| 
								 | 
							
								            #else
							 | 
						||
| 
								 | 
							
								                UNITY_OPAQUE_ALPHA(col.a);
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            return col;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        ENDCG
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    Pass 
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
								        Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								        Cull Off
							 | 
						||
| 
								 | 
							
								        ZWrite On ZTest LEqual
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        CGPROGRAM
							 | 
						||
| 
								 | 
							
								        #include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								        #define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								        #include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								        #include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #pragma vertex vert
							 | 
						||
| 
								 | 
							
								        #pragma fragment frag
							 | 
						||
| 
								 | 
							
								        #pragma target 2.0
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_shadowcaster 
							 | 
						||
| 
								 | 
							
								        #include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_#ID#
							 | 
						||
| 
								 | 
							
								#include "../../../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "../../../../Core/Shadow.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        ENDCG
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CustomEditor "AmazingAssets.CurvedWorld.Editor.FallbackShaderGUI"
							 | 
						||
| 
								 | 
							
								}
							 |