342 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
		
		
			
		
	
	
			342 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
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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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								#ifndef CURVEDWORLD_UNLIT_CGINC
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								#define CURVEDWORLD_UNLIT_CGINC
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								#include "UnityCG.cginc"
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								#include "../../Core/CurvedWorldTransform.cginc" 
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								#if !defined(_REFLECTION) && !defined(_MATCAP) && !defined(_RIM)
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									#ifdef _NORMALMAP
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									#undef _NORMALMAP
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									#endif
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								#endif
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								//Variables/////////////////////////////////////////////////////////////
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								float4 _Color;
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								sampler2D _MainTex;
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								float4 _MainTex_ST;
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								float2 _MainTex_Scroll;
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								float _IncludeVertexColor;
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								#ifdef _NORMALMAP
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									sampler2D _NormalMap;
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									float4 _NormalMap_ST;
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									float2 _NormalMap_Scroll;
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									float _NormalMapStrength;
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								#endif
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								#if defined(_REFLECTION)
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									samplerCUBE _ReflectionCubeMap;
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									float4 _ReflectionColor;
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									float _ReflectionMaskOffset;
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									float _ReflectionFresnelBias;
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								#endif
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								#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
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									sampler2D _SecondaryTex;
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									float4 _SecondaryTex_ST;
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									float2 _SecondaryTex_Scroll;
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									#ifdef _TEXTUREMIX_BY_VERTEX_ALPHA
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										float _SecondaryTex_Blend;
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									#endif
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									#ifdef _NORMALMAP
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										sampler2D _SecondaryNormalMap;
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										float4 _SecondaryNormalMap_ST;
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										float2 _SecondaryNormalMap_Scroll;
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									#endif
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								#endif
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								#ifdef _ALPHATEST_ON
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									float _Cutoff;
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								#endif
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								#ifdef _EMISSION
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									sampler2D _EmissionMap;
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									float4 _EmissionColor;
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									float4 _EmissionMap_ST;
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									float2 _EmissionMap_Scroll;
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								#endif
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								#ifdef _RIM
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									float4 _RimColor;
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									float  _RimBias;
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								#endif
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								#if defined(_MATCAP)
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									sampler2D _MatcapMap;
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									float _MatcapIntensity;
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									float _MatcapBlendMode;	//0 - multiply, 1 - additive
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								#endif
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								//Structs///////////////////////////////////////////////////////////////
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								struct vInput
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								{
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									float4 vertex : POSITION;    
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									float4 texcoord : TEXCOORD0;
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									float3 normal : NORMAL;	
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									float4 tangent : TANGENT;
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									float4 color : COLOR;
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									UNITY_VERTEX_INPUT_INSTANCE_ID
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								};
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								struct vOutput
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								{
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									float4 pos : SV_POSITION;
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									float2 texcoord : TEXCOORD0;
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									float4 normal : TEXCOORD1; //xyz - normal
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									#if defined(_REFLECTION)
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										float4 refl : TEXCOORD2;	//xyz - refl, w - fresnel
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									#endif
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									UNITY_FOG_COORDS(3)
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									#ifdef _MATCAP
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										#ifdef _NORMALMAP
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											float3 matcapTan : TEXCOORD4; 
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											float3 matcapBiN : TEXCOORD5; 
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										#else
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											float2 matcap : TEXCOORD4; 
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										#endif
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									#endif
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									#if defined(_RIM)
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										float4 viewDir : TEXCOORD6;
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									#endif
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									float4 color : COLOR;
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									UNITY_VERTEX_INPUT_INSTANCE_ID
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								    UNITY_VERTEX_OUTPUT_STEREO
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								};
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								//Vertex////////////////////////////////////////////////////////////////
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								vOutput vert(vInput v)
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								{ 
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									UNITY_SETUP_INSTANCE_ID(v);
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									vOutput o;
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									UNITY_INITIALIZE_OUTPUT(vOutput, o);
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									UNITY_TRANSFER_INSTANCE_ID(v, o);
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									UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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									//Curved World
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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(v.vertex, v.normal, v.tangent)
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										#else
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											CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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										#endif
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									#endif
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									o.pos = UnityObjectToClipPos(v.vertex);		
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									o.texcoord.xy = v.texcoord.xy;
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									o.color = v.color;
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									#if defined(_REFLECTION)
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										float3 viewDir_WS = WorldSpaceViewDir(v.vertex);
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									#endif
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									#if defined(_REFLECTION) || defined(_RIM)
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										float3 viewDir_OS = normalize(ObjSpaceViewDir(v.vertex));
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									#endif
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									#if defined(_REFLECTION) || defined(_RIM) || defined(_MATCAP)
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										float3 normal_WS = UnityObjectToWorldNormal(v.normal);
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									#endif
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									#if defined(_RIM) || defined(_MATCAP)
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										o.normal.xyz = normal_WS;
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									#endif
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									#if defined(_REFLECTION)		
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										o.refl.xyz = normalize(reflect(-viewDir_WS, normal_WS));
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										float fresnel = 1 - saturate(dot (v.normal, viewDir_OS) + _ReflectionFresnelBias);
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										o.refl.w = fresnel * fresnel;
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									#endif
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									#ifdef _MATCAP
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										#ifdef _NORMALMAP
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											fixed3 tangent_WS = UnityObjectToWorldDir(v.tangent.xyz);
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											fixed3 binormal_WS = cross(normal_WS, tangent_WS) * v.tangent.w;
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											o.matcapTan = tangent_WS;
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											o.matcapBiN = binormal_WS;
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										#else
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											float3 normal_OS = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
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											o.matcap.xy = mul((float3x3)UNITY_MATRIX_V, normal_OS) * 0.5 + 0.5;
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										#endif
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									#endif
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									#ifdef _RIM
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										#ifdef _NORMALMAP
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											TANGENT_SPACE_ROTATION;
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											o.viewDir.xyz = mul (rotation, viewDir_OS);
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										#else
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											o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
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										#endif
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									#endif		
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									UNITY_TRANSFER_FOG(o,o.pos);
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									return o;
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								}
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								//Fragment//////////////////////////////////////////////////////////////
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								float4 frag (vOutput i) : SV_Target
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								{
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									float2 mainUV = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw + _MainTex_Scroll.xy * _Time.x;
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									float4 mainTex = tex2D(_MainTex, mainUV);
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									#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
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										float2 secondaryUV = i.texcoord.xy * _SecondaryTex_ST.xy + _SecondaryTex_ST.zw + _SecondaryTex_Scroll.xy * _Time.x;
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									#endif
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									#ifdef _TEXTUREMIX_BY_MAIN_ALPHA
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										float4 decal = tex2D(_SecondaryTex, secondaryUV);
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										float4 retColor = lerp(decal, mainTex, mainTex.a);
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									#elif defined(_TEXTUREMIX_BY_SECONDARY_ALPHA)
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										float4 decal = tex2D(_SecondaryTex, secondaryUV);
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										float4 retColor = lerp(mainTex, decal, decal.a);
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									#elif defined(_TEXTUREMIX_MULTIPLE)
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										float4 retColor = mainTex;
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										retColor *= tex2D(_SecondaryTex, secondaryUV);
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									#elif defined(_TEXTUREMIX_ADDITIVE)
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										float4 retColor = mainTex;
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										retColor = saturate(retColor + tex2D(_SecondaryTex, secondaryUV));
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									#elif defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
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										float vBlend = clamp(_SecondaryTex_Blend + i.color.a, 0, 1);
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										float4 retColor = lerp(mainTex, tex2D(_SecondaryTex, secondaryUV), vBlend);
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									#else
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										float4 retColor = mainTex;
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									#endif
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									retColor *= _Color;
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									//Vertex Color
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									retColor.rgb *= lerp(1, i.color.rgb, _IncludeVertexColor);
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									#if defined(_ALPHATEST_ON)
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										clip(retColor.a - _Cutoff * 1.01);	
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									#endif		
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									#ifdef _NORMALMAP
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										float2 mainNormalUV = i.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw + _NormalMap_Scroll.xy * _Time.x;
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										float4 normalMap = tex2D(_NormalMap, mainNormalUV);		
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										#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
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											float2 secondaryNormalUV = i.texcoord.xy * _SecondaryNormalMap_ST.xy + _SecondaryNormalMap_ST.zw + _SecondaryNormalMap_Scroll.xy * _Time.x;
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										#endif
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										#ifdef _TEXTUREMIX_BY_MAIN_ALPHA
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											float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
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											normalMap = lerp(secondN, normalMap, mainTex.a);	
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										#elif defined(_TEXTUREMIX_BY_SECONDARY_ALPHA)
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											float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
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											normalMap = lerp(normalMap, secondN, decal.a);		
							 | 
						||
| 
								 | 
							
										#elif defined(_TEXTUREMIX_MULTIPLE)
							 | 
						||
| 
								 | 
							
											float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
							 | 
						||
| 
								 | 
							
											normalMap = (normalMap + secondN) * 0.5;	
							 | 
						||
| 
								 | 
							
										#elif defined(_TEXTUREMIX_ADDITIVE)
							 | 
						||
| 
								 | 
							
											float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
							 | 
						||
| 
								 | 
							
											normalMap = (normalMap + secondN) * 0.5;	
							 | 
						||
| 
								 | 
							
										#elif defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
							 | 
						||
| 
								 | 
							
											float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
							 | 
						||
| 
								 | 
							
											normalMap = lerp(normalMap, secondN, vBlend);		
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										fixed3 bumpNormal = UnpackNormal(normalMap);
							 | 
						||
| 
								 | 
							
										bumpNormal =  normalize(fixed3(bumpNormal.x * _NormalMapStrength, bumpNormal.y * _NormalMapStrength, bumpNormal.z));
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _MATCAP
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										#ifdef _NORMALMAP
							 | 
						||
| 
								 | 
							
											float3 matcapN = float3(dot(float3(i.matcapTan.x, i.matcapBiN.x, i.normal.x), bumpNormal), 
							 | 
						||
| 
								 | 
							
																	dot(float3(i.matcapTan.y, i.matcapBiN.y, i.normal.y), bumpNormal), 
							 | 
						||
| 
								 | 
							
																	dot(float3(i.matcapTan.z, i.matcapBiN.z, i.normal.z), bumpNormal));
							 | 
						||
| 
								 | 
							
											matcapN = mul((float3x3)UNITY_MATRIX_V, matcapN);
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											float4 matColor = tex2D(_MatcapMap, matcapN.xy * 0.5 + 0.5) * _MatcapIntensity;
							 | 
						||
| 
								 | 
							
										#else
							 | 
						||
| 
								 | 
							
											float4 matColor = tex2D(_MatcapMap, i.matcap) * _MatcapIntensity;
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										retColor.rgb = lerp(retColor.rgb * matColor.rgb, retColor.rgb + matColor.rgb, _MatcapBlendMode);	//0 - multiply, 1 - additive
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#if defined(_REFLECTION)
							 | 
						||
| 
								 | 
							
										#ifdef _NORMALMAP
							 | 
						||
| 
								 | 
							
											float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz + bumpNormal) * _ReflectionColor;
							 | 
						||
| 
								 | 
							
										#else
							 | 
						||
| 
								 | 
							
											float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz ) * _ReflectionColor;
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										retColor.rgb += reflTex.rgb * i.refl.w * clamp(mainTex.a + _ReflectionMaskOffset, 0, 1);
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _EMISSION
							 | 
						||
| 
								 | 
							
										float2 emissionUV = i.texcoord.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw + _EmissionMap_Scroll.xy * _Time.x;
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										retColor.rgb += tex2D(_EmissionMap, emissionUV).rgb * _EmissionColor.rgb;
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#ifdef _RIM
							 | 
						||
| 
								 | 
							
										#ifdef _NORMALMAP
							 | 
						||
| 
								 | 
							
											float rimFresnel = 1 - saturate(dot (bumpNormal, normalize(i.viewDir.xyz)) + _RimBias);	
							 | 
						||
| 
								 | 
							
										#else
							 | 
						||
| 
								 | 
							
											float rimFresnel = 1 - saturate(dot (i.normal.xyz, normalize(i.viewDir.xyz)) + _RimBias);	
							 | 
						||
| 
								 | 
							
										#endif
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										retColor.rgb += _RimColor.rgb * rimFresnel;
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									UNITY_APPLY_FOG(i.fogCoord, retColor); 	
							 | 
						||
| 
								 | 
							
									
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									#if defined(_ALPHABLEND_ON) 
							 | 
						||
| 
								 | 
							
										retColor.a = retColor.a;
							 | 
						||
| 
								 | 
							
									#elif defined(_ALPHAPREMULTIPLY_ON)
							 | 
						||
| 
								 | 
							
										retColor.rgb *= retColor.a;
							 | 
						||
| 
								 | 
							
										retColor.a = retColor.a;
							 | 
						||
| 
								 | 
							
									#else
							 | 
						||
| 
								 | 
							
										UNITY_OPAQUE_ALPHA(retColor.a);
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return retColor;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 |