434 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HLSL
		
	
	
	
			
		
		
	
	
			434 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HLSL
		
	
	
	
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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#ifndef CURVEDWORLD_FORWARDBASE_CGINC
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#define CURVEDWORLD_FORWARDBASE_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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#include "../../Core/CurvedWorldTransform.cginc" 
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//Defines/////////////////////////////////////////////////////////////
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#ifdef _NORMALMAP
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	#define FORWARD_LIGHTDIR i.lightDir
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#else
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	#define FORWARD_LIGHTDIR _WorldSpaceLightPos0.xyz
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#endif
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#if defined(_REFLECTION) || (defined(_SPECULAR) && !defined(_NORMALMAP))
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	#define NEED_VIEWDIR_WS
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#endif
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#if defined(_REFLECTION) || defined(_RIM) || (defined(_SPECULAR) && defined(_NORMALMAP))
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	#define NEED_VIEWDIR_OS
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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 _LIGHTLOOKUP
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	sampler2D _LightLookupTex;
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	float _LightLookupOffset;
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#endif
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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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#ifdef _SPECULAR
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	float4 _SpecularColor;
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	float _Shininess;
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	float _SpecularMaskOffset;
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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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//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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	#ifndef LIGHTMAP_OFF
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		float4 texcoord1 : TEXCOORD1;
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	#endif
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	float3 normal : NORMAL;
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	float4 tangent : TANGENT;
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	float4 color : COLOR0;
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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, w - rim
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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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	float4 color : COLOR0;
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	UNITY_FOG_COORDS(3)
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	#ifndef LIGHTMAP_OFF
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		float2 lm : TEXCOORD4;
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		#if defined(_RIM)
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			float4 viewDir : TEXCOORD5;
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		#endif
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	#else
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		float4 vLight : TEXCOORD4;
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		#if defined(_SPECULAR) || defined(_RIM)
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			float4 viewDir : TEXCOORD5;	//xyz - viewdir, w - specular(nh)
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		#endif
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		#ifdef _NORMALMAP
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			float3 lightDir : TEXCOORD6;
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		#endif	
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		SHADOW_COORDS(7)
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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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//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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	float3 normal_WS = UnityObjectToWorldNormal(v.normal);
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	#ifdef NEED_VIEWDIR_WS
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		float3 viewDir_WS = WorldSpaceViewDir(v.vertex);
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	#endif
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	#ifdef NEED_VIEWDIR_OS
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		float3 viewDir_OS = normalize(ObjSpaceViewDir(v.vertex));
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	#endif
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	#ifndef LIGHTMAP_OFF
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		o.lm = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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		#if defined(_RIM)
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			o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
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		#endif
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	#else
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		#ifdef UNITY_SHOULD_SAMPLE_SH
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			#ifdef _AMBIENTLIGHTS_ON
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				o.vLight.rgb = ShadeSH9 (float4(normal_WS, 1.0));
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			#endif
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			#if defined(VERTEXLIGHT_ON) && defined(_PERVERTEXLIGHTS_ON)
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				float3 pos_WS = mul(unity_ObjectToWorld, v.vertex).xyz;
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				o.vLight.rgb += Shade4PointLights ( 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, pos_WS, normal_WS );
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			#endif
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		#endif
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		#ifdef _NORMALMAP
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			TANGENT_SPACE_ROTATION;
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			o.lightDir = normalize(mul (rotation, ObjSpaceLightDir(v.vertex)));
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			#if defined(_SPECULAR) || defined(_RIM)
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				o.viewDir.xyz = mul (rotation, viewDir_OS);
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			#endif
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		#else
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			#if defined(_SPECULAR) || defined(_RIM)
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				o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
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			#endif
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		#endif
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	#endif
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	o.normal.xyz = normal_WS;
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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 LIGHTMAP_OFF
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		TRANSFER_SHADOW(o);
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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);		
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		#elif defined(_TEXTUREMIX_MULTIPLE)
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			float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
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			normalMap = (normalMap + secondN) * 0.5;	
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		#elif defined(_TEXTUREMIX_ADDITIVE)
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			float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
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			normalMap = (normalMap + secondN) * 0.5;	
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		#elif defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
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			float4 secondN =  tex2D(_SecondaryNormalMap, secondaryNormalUV);
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			normalMap = lerp(normalMap, secondN, vBlend);		
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		#endif
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		fixed3 bumpNormal = UnpackNormal(normalMap);
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		bumpNormal =  normalize(fixed3(bumpNormal.x * _NormalMapStrength, bumpNormal.y * _NormalMapStrength, bumpNormal.z));
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	#endif
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	#ifndef LIGHTMAP_OFF
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		fixed3 diff = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lm));
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	#else
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		float atten = LIGHT_ATTENUATION(i);
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		#ifdef _NORMALMAP
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			float3 normal = bumpNormal;				
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		#else
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			float3 normal = normalize(i.normal.xyz);
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		#endif
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		fixed3 diff = _LightColor0.rgb * atten;
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		#ifdef _LIGHTLOOKUP
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			float2 rampUV = float2(max(0, saturate(dot(normal, FORWARD_LIGHTDIR) + _LightLookupOffset)), 0.5);
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			diff *= tex2D(_LightLookupTex, rampUV);
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		#else
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			diff *= max(0, dot(normal, FORWARD_LIGHTDIR));
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		#endif
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		#ifdef _SPECULAR 
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			#ifdef _LIGHTLOOKUP 
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				float nh = max (0, dot (normal, normalize (FORWARD_LIGHTDIR + normalize(i.viewDir.xyz))));
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				nh = nh > _Shininess ? 1 : 0;
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			#else
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				float nh = max (0, dot (normal, normalize (FORWARD_LIGHTDIR + normalize(i.viewDir.xyz))));
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				nh = pow(nh, 128 * _Shininess);				
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			#endif
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			fixed3 specular = _SpecularColor.rgb * _LightColor0.rgb * atten * saturate(retColor.a + _SpecularMaskOffset) * nh;
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		#endif	
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		//Ambient and per-vertex lights
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		diff += i.vLight.rgb;
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	#endif
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	retColor.rgb = diff * retColor.rgb;		
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	#ifndef LIGHTMAP_OFF
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	#else
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		#if defined(_SPECULAR)
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			retColor.rgb = saturate(retColor.rgb + specular);
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		#endif
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	#endif
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	#if defined(_REFLECTION)
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		#ifdef _NORMALMAP
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			float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz + bumpNormal) * _ReflectionColor;
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		#else
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			float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz ) * _ReflectionColor;
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		#endif
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		retColor.rgb += reflTex.rgb * i.refl.w * clamp(retColor.a + _ReflectionMaskOffset, 0, 1);
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	#endif
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	#ifdef _EMISSION
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		float2 emissionUV = i.texcoord.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw + _EmissionMap_Scroll.xy * _Time.x;
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		retColor.rgb += tex2D(_EmissionMap, emissionUV).rgb * _EmissionColor.rgb;
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	#endif
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	#ifdef _RIM
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		#ifndef LIGHTMAP_OFF
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			float rimFresnel = 1 - saturate(dot (normalize(i.normal.xyz), normalize(i.viewDir.xyz)) + _RimBias);			
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		#else
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			float rimFresnel = 1 - saturate(dot (normal, normalize(i.viewDir.xyz)) + _RimBias);			
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		#endif
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		retColor.rgb += _RimColor.rgb * rimFresnel;
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	#endif
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	UNITY_APPLY_FOG(i.fogCoord, retColor); 	
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	#if defined(_ALPHABLEND_ON) 
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		retColor.a = retColor.a;
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	#elif defined(_ALPHAPREMULTIPLY_ON)
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		retColor.rgb *= retColor.a;
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		retColor.a = retColor.a;
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	#else
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		UNITY_OPAQUE_ALPHA(retColor.a);
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	#endif
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	return retColor;
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}
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#endif
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