78 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#" 
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{
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    Properties 
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    {
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        [HideInInspector][CurvedWorldBendSettingsTerrain] _CurvedWorldBendSettings("#BEND_NAME_INDEX#|#ID#", vector) = (0, 0, 0, 0)
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        // used in fallback on old cards & base map
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        [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
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        [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
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        [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
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    }
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    SubShader {
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        Tags {
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            "Queue" = "Geometry-100"
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            "RenderType" = "CurvedWorld_Opaque"
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            "TerrainCompatible" = "True"
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        }
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        CGPROGRAM
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        #pragma surface surf Standard vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows
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        #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
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        #pragma multi_compile_fog // needed because finalcolor oppresses fog code generation.
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        #pragma target 3.0
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        #include "UnityPBSLighting.cginc"
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        #pragma multi_compile_local_fragment __ _ALPHATEST_ON
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        #pragma multi_compile_local __ _NORMALMAP
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        #define TERRAIN_STANDARD_SHADER
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        #define TERRAIN_INSTANCED_PERPIXEL_NORMAL
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        #define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
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        #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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        #define CURVEDWORLD_BEND_ID_#ID#
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        #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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        #include "../../TerrainSplatmapCommon.cginc"
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        half _Metallic0;
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        half _Metallic1;
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        half _Metallic2;
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        half _Metallic3;
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        half _Smoothness0;
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        half _Smoothness1;
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        half _Smoothness2;
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        half _Smoothness3;
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        void surf (Input IN, inout SurfaceOutputStandard o) {
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            half4 splat_control;
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            half weight;
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            fixed4 mixedDiffuse;
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            half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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            SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal);
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            o.Albedo = mixedDiffuse.rgb;
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            o.Alpha = weight;
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            o.Smoothness = mixedDiffuse.a;
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            o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
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        }
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        ENDCG
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        UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/PICKING"
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        UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/SELECTION"
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    }
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    Dependency "AddPassShader"    = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Splatmap/Standard-AddPass"
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    Dependency "BaseMapShader"    = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Splatmap/Standard-Base"
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    Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Standard-BaseGen"
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    Fallback "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/VertexLit"
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    CustomEditor "AmazingAssets.CurvedWorld.Editor.TerrainShaderGUI"
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}
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