341 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			341 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/VertexLit" 
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{
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    Properties 
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    {        
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        _Color ("Color (RGB)", Color) = (1, 1, 1, 1)
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        _MainTex ("Base (RGB)", 2D) = "white" { }
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    }
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SubShader  
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{ 
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    LOD 80
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    Tags { "RenderType"="CurvedWorld_Opaque" }
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    Pass 
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    {
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        Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_Opaque" }
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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
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        // Compile specialized variants for when positional (point/spot) and spot lights are present
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        #pragma multi_compile __ POINT SPOT
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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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          // Compute illumination from one light, given attenuation
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          half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) 
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          {
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              half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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              // diffuse
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              half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
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              return color * atten;
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          }
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          // Compute attenuation & illumination from one light
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          half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) 
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          {
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              float3 dirToLight = unity_LightPosition[idx].xyz;
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              half att = 1.0;
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              #if defined(POINT) || defined(SPOT)
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                  dirToLight -= eyePosition * unity_LightPosition[idx].w;
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                  // distance attenuation
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                  float distSqr = dot(dirToLight, dirToLight);
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                  att /= (1.0 + unity_LightAtten[idx].z * distSqr);
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                  if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) 
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                      att = 0.0; // set to 0 if outside of range
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                  distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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                  dirToLight *= rsqrt(distSqr);
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                  #if defined(SPOT)
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                      // spot angle attenuation
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                      half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
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                      half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
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                      att *= saturate(spotAtt);
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                  #endif
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              #endif
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              att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
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              return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
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          }
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          // uniforms
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          int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
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          float4 _MainTex_ST;
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          // vertex shader input data
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          struct appdata 
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          {
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              float4 pos : POSITION;
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              float3 normal : NORMAL;
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              float4 tangent : TANGENT;
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              float3 uv0 : TEXCOORD0;
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              UNITY_VERTEX_INPUT_INSTANCE_ID
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          };
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          // vertex-to-fragment interpolators
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          struct v2f 
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          {
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              fixed4 color : COLOR0;
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              float2 uv0 : TEXCOORD0;
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              #if USING_FOG
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                fixed fog : TEXCOORD1;
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              #endif
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              float4 pos : SV_POSITION;
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              UNITY_VERTEX_OUTPUT_STEREO
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          };
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          // vertex shader
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          v2f vert (appdata IN) 
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          {
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              v2f o;
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              UNITY_SETUP_INSTANCE_ID(IN);
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              UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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            CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
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              half4 color = half4(0,0,0,1.1);
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              float3 eyePos = UnityObjectToViewPos(IN.pos).xyz;
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              half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
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              half3 viewDir = 0.0;
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              // lighting
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              half3 lcolor = half4(0,0,0,1).rgb + half4(1,1,1,1).rgb * glstate_lightmodel_ambient.rgb;
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              half3 specColor = 0.0;
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              half shininess = 0 * 128.0;
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              LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) 
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              {
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                  lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, half4(1,1,1,1), shininess, specColor);
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              }
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              color.rgb = lcolor.rgb;
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              color.a = half4(1,1,1,1).a;
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              o.color = saturate(color);
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              // compute texture coordinates
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              o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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              // fog
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              #if USING_FOG
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                  float fogCoord = length(eyePos.xyz); // radial fog distance
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                  UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
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                  o.fog = saturate(unityFogFactor);
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              #endif
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              // transform position
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              o.pos = UnityObjectToClipPos(IN.pos);
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              return o;
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          }
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          // textures
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          sampler2D _MainTex;
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          fixed4 _Color;
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          // fragment shader
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          fixed4 frag (v2f IN) : SV_Target 
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          {
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              fixed4 col;
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              fixed4 tex, tmp0, tmp1, tmp2;
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              // SetTexture #0
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              tex = tex2D (_MainTex, IN.uv0.xy) * _Color;
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              col = tex * IN.color;
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              col *= 2;
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              // fog
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              #if USING_FOG
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                col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
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              #endif
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            #if defined(_ALPHABLEND_ON) 
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                col.a = tex.a;
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            #elif defined(_ALPHAPREMULTIPLY_ON)
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                col.rgb *= tex.a;
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                col.a = tex.a;
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            #else
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                UNITY_OPAQUE_ALPHA(col.a);
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            #endif
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            return col;
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          }
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          ENDCG
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    }
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    Pass 
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    {
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        Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" }
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        CGPROGRAM
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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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        #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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#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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        float4 _MainTex_ST;
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        struct appdata
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        {
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            float4 pos : POSITION;
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            float3 uv1 : TEXCOORD1;
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            float3 uv0 : TEXCOORD0;
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            UNITY_VERTEX_INPUT_INSTANCE_ID 
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        };
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        struct v2f
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        {
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            float2 uv0 : TEXCOORD0;
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            float2 uv1 : TEXCOORD1;
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            #if USING_FOG
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                fixed fog : TEXCOORD2;
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            #endif
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            float4 pos : SV_POSITION;
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            UNITY_VERTEX_OUTPUT_STEREO
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        };
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        v2f vert(appdata IN)
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        {
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            v2f o;
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            UNITY_SETUP_INSTANCE_ID(IN);
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            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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            CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
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            o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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            o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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            #if USING_FOG
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                float3 eyePos = UnityObjectToViewPos(IN.pos);
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                float fogCoord = length(eyePos.xyz);
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                UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
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                o.fog = saturate(unityFogFactor);
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            #endif
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            o.pos = UnityObjectToClipPos(IN.pos);
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            return o;
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        }
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        sampler2D _MainTex;
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        fixed4 _Color;
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        fixed4 frag(v2f IN) : SV_Target
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        {
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            fixed4 col;
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            fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
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            half3 bakedColor = DecodeLightmap(tex);
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            tex = tex2D(_MainTex, IN.uv1.xy) * _Color;
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            col.rgb = tex.rgb * bakedColor;
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            col.a = tex.a;
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            #if USING_FOG
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            col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
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            #endif
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            #if defined(_ALPHABLEND_ON) 
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                col.a = tex.a;
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            #elif defined(_ALPHAPREMULTIPLY_ON)
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                col.rgb *= tex.a;
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                col.a = tex.a;
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            #else
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                UNITY_OPAQUE_ALPHA(col.a);
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            #endif
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            return col;
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        }
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        ENDCG
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    }
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    Pass 
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    {
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        Name "ShadowCaster"
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        Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Opaque" }
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        Cull Off
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        ZWrite On ZTest LEqual
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        CGPROGRAM
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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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        #pragma vertex vert
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        #pragma fragment frag
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        #pragma target 2.0
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        #pragma multi_compile_shadowcaster 
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        #include "UnityCG.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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#include "../../../../Core/Shadow.cginc" 
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        ENDCG
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    }
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}
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CustomEditor "AmazingAssets.CurvedWorld.Editor.FallbackShaderGUI"
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}
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