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