134 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			134 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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// Per pixel bumped refraction.
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// Uses a normal map to distort the image behind, and
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// an additional texture to tint the color.
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Shader "Amazing Assets/Curved World/Unity Standard Assets/Glass/Stained BumpDistort" 
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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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		_BumpAmt  ("Distortion", range (0,128)) = 10
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		_Color ("Tint Color", color) = (1, 1, 1, 1)
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		_MainTex ("Map", 2D) = "white" {}
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		_BumpMap ("Normalmap", 2D) = "bump" {}
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	}
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	Category 
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	{
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		// We must be transparent, so other objects are drawn before this one.
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		Tags { "Queue"="Transparent" "RenderType"="Opaque" }
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		SubShader 
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		{
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			// This pass grabs the screen behind the object into a texture.
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			// We can access the result in the next pass as _GrabTexture
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			GrabPass 
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			{
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				Name "BASE"
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				Tags { "LightMode" = "Always" }
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			}
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			// Main pass: Take the texture grabbed above and use the bumpmap to perturb it
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			// on to the screen
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			Pass 
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			{
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				Name "BASE"
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				Tags { "LightMode" = "Always" }
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				CGPROGRAM
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				#pragma vertex vert
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				#pragma fragment frag
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				#pragma multi_compile_fog
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				#include "UnityCG.cginc"
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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 "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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				struct appdata_t 
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				{
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					float4 vertex : POSITION;
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					float3 normal : NORMAL;
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					float4 tangent : TANGENT;
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					float2 texcoord: TEXCOORD0;
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				};
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				struct v2f 
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				{
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					float4 vertex : SV_POSITION;
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					float4 uvgrab : TEXCOORD0;
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					float2 uvbump : TEXCOORD1;
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					float2 uvmain : TEXCOORD2;
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					UNITY_FOG_COORDS(3)
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				};
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				fixed4 _Color;
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				float _BumpAmt;
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				float4 _BumpMap_ST;
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				float4 _MainTex_ST;
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				v2f vert (appdata_t v)
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				{
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					v2f o;
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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.vertex = UnityObjectToClipPos(v.vertex);
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					o.uvgrab = ComputeGrabScreenPos(o.vertex);
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					o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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					o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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					UNITY_TRANSFER_FOG(o,o.vertex);
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					return o;
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				}
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				sampler2D _GrabTexture;
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				float4 _GrabTexture_TexelSize;
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				sampler2D _BumpMap;
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				sampler2D _MainTex;
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				half4 frag (v2f i) : SV_Target
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				{
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					#if UNITY_SINGLE_PASS_STEREO
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					i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
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					#endif
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					// calculate perturbed coordinates
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					half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
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					float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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					#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
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						i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
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					#else
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						i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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					#endif
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					half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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					half4 tint = tex2D(_MainTex, i.uvmain) * _Color;
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					col *= tint;
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					UNITY_APPLY_FOG(i.fogCoord, col);
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					return col;
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				}
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				ENDCG
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			}
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		}
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	}
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	CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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