70 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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// Simplified Bumped shader. Differences from regular Bumped one:
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// - no Main Color
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// - Normalmap uses Tiling/Offset of the Base texture
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "Amazing Assets/Curved World/Mobile/Bumped Diffuse" 
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{
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    Properties 
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    {
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        [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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        _MainTex ("Base (RGB)", 2D) = "white" {}
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        [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
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    }
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    SubShader 
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    {
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        Tags { "RenderType"="CurvedWorld_Opaque" }
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        LOD 250
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        CGPROGRAM
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        #pragma surface surf Lambert noforwardadd vertex:vert addshadow
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc" 
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        sampler2D _MainTex;
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        sampler2D _BumpMap;
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        void vert (inout appdata_full v) 
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        {
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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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        }
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        struct Input 
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        {
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            float2 uv_MainTex;
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        };
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        void surf (Input IN, inout SurfaceOutput o) 
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        {
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            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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            o.Albedo = c.rgb;
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            o.Alpha = c.a;
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            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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        }
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        ENDCG
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    }
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    FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit"
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    CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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