878 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			878 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								//Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/Details/WavingDoublePass" 
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								Shader "Hidden/TerrainEngine/Details/WavingDoublePass"
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								{
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								Properties {
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								 _WavingTint ("Fade Color", Color) = (0.700000,0.600000,0.500000,0.000000)
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								 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
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								 _WaveAndDistance ("Wave and distance", Vector) = (12.000000,3.600000,1.000000,1.000000)
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								 _Cutoff ("Cutoff", Float) = 0.500000
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								}
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								SubShader { 
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								 LOD 200
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								 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
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								 Pass {
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								  Name "FORWARD"
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								  Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
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								  Cull Off
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								  ColorMask RGB
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								CGPROGRAM
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								// compile directives
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								#pragma vertex vert_surf
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								#pragma fragment frag_surf
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								#pragma multi_compile_instancing
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								#pragma multi_compile_fog
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								#pragma multi_compile_fwdbase
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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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								#include "UnityShaderVariables.cginc"
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								#include "UnityShaderUtilities.cginc"
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								#include "UnityCG.cginc"
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								#include "Lighting.cginc"
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								#include "AutoLight.cginc"
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								#define INTERNAL_DATA
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								#define WorldReflectionVector(data,normal) data.worldRefl
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								#define WorldNormalVector(data,normal) normal
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								#include "TerrainEngine.cginc"
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								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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								#define CURVEDWORLD_BEND_ID_#ID#
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								//#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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								#include "../../../../Core/CurvedWorldTransform.cginc" 
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								sampler2D _MainTex;
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								fixed _Cutoff;
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								struct Input {
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								    float2 uv_MainTex;
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								    fixed4 color : COLOR;
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								};
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								void surf (Input IN, inout SurfaceOutput o) {
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								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
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								    o.Albedo = c.rgb;
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								    o.Alpha = c.a;
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								    clip (o.Alpha - _Cutoff);
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								    o.Alpha *= IN.color.a;
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								}
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								// vertex-to-fragment interpolation data
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								// no lightmaps:
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								#ifndef LIGHTMAP_ON
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								// half-precision fragment shader registers:
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								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								#define FOG_COMBINED_WITH_WORLD_POS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float3 worldNormal : TEXCOORD1;
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								  float4 worldPos : TEXCOORD2;
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								  fixed4 color : COLOR0;
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								  #if UNITY_SHOULD_SAMPLE_SH
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								  half3 sh : TEXCOORD3; // SH
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								  #endif
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								  UNITY_LIGHTING_COORDS(4,5)
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								  #if SHADER_TARGET >= 30
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								  float4 lmap : TEXCOORD6;
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								  #endif
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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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								#endif
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								// high-precision fragment shader registers:
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								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float3 worldNormal : TEXCOORD1;
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								  float3 worldPos : TEXCOORD2;
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								  fixed4 color : COLOR0;
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								  #if UNITY_SHOULD_SAMPLE_SH
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								  half3 sh : TEXCOORD3; // SH
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								  #endif
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								  UNITY_FOG_COORDS(4)
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								  UNITY_SHADOW_COORDS(5)
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								  #if SHADER_TARGET >= 30
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								  float4 lmap : TEXCOORD6;
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								  #endif
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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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								#endif
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								#endif
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								// with lightmaps:
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								#ifdef LIGHTMAP_ON
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								// half-precision fragment shader registers:
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								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								#define FOG_COMBINED_WITH_WORLD_POS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float3 worldNormal : TEXCOORD1;
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								  float4 worldPos : TEXCOORD2;
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								  fixed4 color : COLOR0;
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								  float4 lmap : TEXCOORD3;
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								  UNITY_LIGHTING_COORDS(4,5)
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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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								#endif
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								// high-precision fragment shader registers:
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								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float3 worldNormal : TEXCOORD1;
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								  float3 worldPos : TEXCOORD2;
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								  fixed4 color : COLOR0;
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								  float4 lmap : TEXCOORD3;
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								  UNITY_FOG_COORDS(4)
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								  UNITY_SHADOW_COORDS(5)
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								  #ifdef DIRLIGHTMAP_COMBINED
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								  float3 tSpace0 : TEXCOORD6;
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								  float3 tSpace1 : TEXCOORD7;
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								  float3 tSpace2 : TEXCOORD8;
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								  #endif
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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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								#endif
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								#endif
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								float4 _MainTex_ST;
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								// vertex shader
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								v2f_surf vert_surf (appdata_full v) {
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								  UNITY_SETUP_INSTANCE_ID(v);
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								  v2f_surf o;
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								  UNITY_INITIALIZE_OUTPUT(v2f_surf,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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								  WavingGrassVert (v);
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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.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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								  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
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								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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								  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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								  #endif
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								  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
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								  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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								  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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								  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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								  #endif
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								  o.worldPos.xyz = worldPos;
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								  o.worldNormal = worldNormal;
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								  o.color = v.color;
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								  #ifdef DYNAMICLIGHTMAP_ON
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								  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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								  #endif
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								  #ifdef LIGHTMAP_ON
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								  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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								  #endif
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								  // SH/ambient and vertex lights
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								  #ifndef LIGHTMAP_ON
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								    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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								      o.sh = 0;
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								      // Approximated illumination from non-important point lights
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								      #ifdef VERTEXLIGHT_ON
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								        o.sh += Shade4PointLights (
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								          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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								          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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								          unity_4LightAtten0, worldPos, worldNormal);
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								      #endif
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								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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								    #endif
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								  #endif // !LIGHTMAP_ON
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								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
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								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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								    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
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								  #else
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								    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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								  #endif
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								  return o;
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								}
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								// fragment shader
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								fixed4 frag_surf (v2f_surf IN) : SV_Target {
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								  UNITY_SETUP_INSTANCE_ID(IN);
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								  // prepare and unpack data
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								  Input surfIN;
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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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								  #else
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								    UNITY_EXTRACT_FOG(IN);
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								  #endif
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								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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								  surfIN.uv_MainTex.x = 1.0;
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								  surfIN.color.x = 1.0;
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								  surfIN.uv_MainTex = IN.pack0.xy;
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								  float3 worldPos = IN.worldPos.xyz;
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								  #ifndef USING_DIRECTIONAL_LIGHT
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						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								  normalWorldVertex = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // compute lighting & shadowing factor
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = _LightColor0.rgb;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = lightDir;
							 | 
						||
| 
								 | 
							
								  // Call GI (lightmaps/SH/reflections) lighting function
							 | 
						||
| 
								 | 
							
								  UnityGIInput giInput;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
							 | 
						||
| 
								 | 
							
								  giInput.light = gi.light;
							 | 
						||
| 
								 | 
							
								  giInput.worldPos = worldPos;
							 | 
						||
| 
								 | 
							
								  giInput.atten = atten;
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = IN.lmap;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    giInput.ambient = IN.sh;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.ambient.rgb = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[0] = unity_SpecCube0_HDR;
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[1] = unity_SpecCube1_HDR;
							 | 
						||
| 
								 | 
							
								  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  LightingLambert_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  c += LightingLambert (o, gi);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								 Pass {
							 | 
						||
| 
								 | 
							
								  Name "FORWARD"
							 | 
						||
| 
								 | 
							
								  Tags { "LIGHTMODE"="FORWARDADD" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
							 | 
						||
| 
								 | 
							
								  ZWrite Off
							 | 
						||
| 
								 | 
							
								  Cull Off
							 | 
						||
| 
								 | 
							
								  Blend One One
							 | 
						||
| 
								 | 
							
								  ColorMask RGB
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma skip_variants INSTANCING_ON
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdadd_fullshadows
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "AutoLight.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "TerrainEngine.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_#ID#
							 | 
						||
| 
								 | 
							
								//#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
							 | 
						||
| 
								 | 
							
								#include "../../../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								fixed _Cutoff;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								    clip (o.Alpha - _Cutoff);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= IN.color.a;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(3,4)
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(5)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  WavingGrassVert (v);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
							 | 
						||
| 
								 | 
							
								    #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
							 | 
						||
| 
								 | 
							
								        CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
							 | 
						||
| 
								 | 
							
								    #else
							 | 
						||
| 
								 | 
							
								        CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  o.pos = UnityObjectToClipPos(v.vertex);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.worldNormal = worldNormal;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								  normalWorldVertex = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = _LightColor0.rgb;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = lightDir;
							 | 
						||
| 
								 | 
							
								  gi.light.color *= atten;
							 | 
						||
| 
								 | 
							
								  c += LightingLambert (o, gi);
							 | 
						||
| 
								 | 
							
								  c.a = 0.0;
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								 Pass {
							 | 
						||
| 
								 | 
							
								  Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
								  Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
							 | 
						||
| 
								 | 
							
								  Cull Off
							 | 
						||
| 
								 | 
							
								  ColorMask RGB
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
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								#define UNITY_INSTANCED_LIGHTMAPSTS
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								#include "UnityShaderVariables.cginc"
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								#include "UnityShaderUtilities.cginc"
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								#include "UnityCG.cginc"
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								#include "Lighting.cginc"
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								#define INTERNAL_DATA
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								#define WorldReflectionVector(data,normal) data.worldRefl
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								#define WorldNormalVector(data,normal) normal
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								#include "TerrainEngine.cginc"
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								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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								#define CURVEDWORLD_BEND_ID_#ID#
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								#include "../../../../Core/CurvedWorldTransform.cginc" 
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								sampler2D _MainTex;
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								fixed _Cutoff;
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								struct Input {
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								    float2 uv_MainTex;
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								    fixed4 color : COLOR;
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								};
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								void surf (Input IN, inout SurfaceOutput o) {
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								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
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								    o.Albedo = c.rgb;
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								    o.Alpha = c.a;
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								    clip (o.Alpha - _Cutoff);
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								    o.Alpha *= IN.color.a;
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								}
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								// vertex-to-fragment interpolation data
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								struct v2f_surf {
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								  V2F_SHADOW_CASTER;
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								  float2 pack0 : TEXCOORD1; // _MainTex
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								  float3 worldPos : TEXCOORD2;
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								  fixed4 color : COLOR0;
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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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								float4 _MainTex_ST;
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								// vertex shader
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								v2f_surf vert_surf (appdata_full v) {
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								  UNITY_SETUP_INSTANCE_ID(v);
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								  v2f_surf o;
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								  UNITY_INITIALIZE_OUTPUT(v2f_surf,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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								  WavingGrassVert (v);
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								  CURVEDWORLD_TRANSFORM_VERTEX(v.vertex);
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								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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								  o.worldPos.xyz = worldPos;
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								  o.color = v.color;
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								  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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								  return o;
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								}
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								// fragment shader
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								fixed4 frag_surf (v2f_surf IN) : SV_Target {
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								  UNITY_SETUP_INSTANCE_ID(IN);
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								  // prepare and unpack data
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								  Input surfIN;
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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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								  #else
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								    UNITY_EXTRACT_FOG(IN);
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								  #endif
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								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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								  surfIN.uv_MainTex.x = 1.0;
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								  surfIN.color.x = 1.0;
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								  surfIN.uv_MainTex = IN.pack0.xy;
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								  float3 worldPos = IN.worldPos.xyz;
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								  #ifndef USING_DIRECTIONAL_LIGHT
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								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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								  #else
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								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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								  #endif
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								  surfIN.color = IN.color;
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								  #ifdef UNITY_COMPILER_HLSL
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								  SurfaceOutput o = (SurfaceOutput)0;
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								  #else
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								  SurfaceOutput o;
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								  #endif
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								  o.Albedo = 0.0;
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								  o.Emission = 0.0;
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								  o.Specular = 0.0;
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								  o.Alpha = 0.0;
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								  o.Gloss = 0.0;
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								  fixed3 normalWorldVertex = fixed3(0,0,1);
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								  // call surface function
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								  surf (surfIN, o);
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								  SHADOW_CASTER_FRAGMENT(IN)
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								}
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								ENDCG
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								 }
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								}
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								SubShader { 
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								 LOD 200
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								 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" }
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								 Pass {
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								  Tags { "LIGHTMODE"="Vertex" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" }
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								  Cull Off
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								  ColorMask RGB
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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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								// 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
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Compile specialized variants for when positional (point/spot) and spot lights are present
							 | 
						||
| 
								 | 
							
								#pragma multi_compile __ POINT SPOT
							 | 
						||
| 
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							 | 
						||
| 
								 | 
							
								// 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);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
								
							 | 
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								 | 
							
								
							 | 
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								 | 
							
								#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_#ID#
							 | 
						||
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								 | 
							
								#include "../../../../Core/CurvedWorldTransform.cginc" 
							 | 
						||
| 
								 | 
							
								
							 | 
						||
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								 | 
							
								
							 | 
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| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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 {
							 | 
						||
| 
								 | 
							
								  float3 pos : POSITION;
							 | 
						||
| 
								 | 
							
								  float3 normal : NORMAL;
							 | 
						||
| 
								 | 
							
								  half4 color : COLOR;
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								float4 vPosition = float4(IN.pos, 1);
							 | 
						||
| 
								 | 
							
								CURVEDWORLD_TRANSFORM_VERTEX(vPosition);
							 | 
						||
| 
								 | 
							
								IN.pos = vPosition.xyz;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  half4 color = IN.color;
							 | 
						||
| 
								 | 
							
								  float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).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 + color.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, color, shininess, specColor);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								  color.rgb = lcolor.rgb;
							 | 
						||
| 
								 | 
							
								  color.a = color.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;
							 | 
						||
| 
								 | 
							
								fixed _Cutoff;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag (v2f IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  fixed4 col;
							 | 
						||
| 
								 | 
							
								  fixed4 tex, tmp0, tmp1, tmp2;
							 | 
						||
| 
								 | 
							
								  // SetTexture #0
							 | 
						||
| 
								 | 
							
								  tex = tex2D (_MainTex, IN.uv0.xy);
							 | 
						||
| 
								 | 
							
								  col.rgb = tex * IN.color;
							 | 
						||
| 
								 | 
							
								  col *= 2;
							 | 
						||
| 
								 | 
							
								  col.a = tex.a;
							 | 
						||
| 
								 | 
							
								  // alpha test
							 | 
						||
| 
								 | 
							
								  if (col.a <= _Cutoff) clip(-1);
							 | 
						||
| 
								 | 
							
								  // fog
							 | 
						||
| 
								 | 
							
								  #if USING_FOG
							 | 
						||
| 
								 | 
							
								    col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  return col;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// texenvs
							 | 
						||
| 
								 | 
							
								//! TexEnv0: 02010103 01050004 [_MainTex]
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								 Pass {
							 | 
						||
| 
								 | 
							
								  Tags { "LIGHTMODE"="VertexLM" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Opaque" }
							 | 
						||
| 
								 | 
							
								  Cull Off
							 | 
						||
| 
								 | 
							
								  ColorMask RGB
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								#define FOG_LINEAR_KEYWORD_DECLARED 1
							 | 
						||
| 
								 | 
							
								#define FOG_EXP_KEYWORD_DECLARED 1
							 | 
						||
| 
								 | 
							
								#define FOG_EXP2_KEYWORD_DECLARED 1
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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
							 | 
						||
| 
								 | 
							
								            #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
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                float3 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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								float4 vPosition = float4(IN.pos, 1);
							 | 
						||
| 
								 | 
							
								CURVEDWORLD_TRANSFORM_VERTEX(vPosition);
							 | 
						||
| 
								 | 
							
								IN.pos = vPosition.xyz;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                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 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
							 | 
						||
| 
								 | 
							
								 }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								Fallback Off
							 | 
						||
| 
								 | 
							
								}
							 |