80 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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Shader "Amazing Assets/Curved World/Tutorial/Unlit Shader (Finished)"
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{
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    Properties
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    {
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        [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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        _MainTex ("Texture", 2D) = "white" {}
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    }
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    SubShader
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    {
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        Tags { "RenderType"="Opaque" }
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        LOD 100
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        Pass  
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        {
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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 "../Core/CurvedWorldTransform.cginc"
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			sampler2D _MainTex;
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            float4 _MainTex_ST;
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            struct v2f 
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            {
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				float4 vertex : SV_POSITION;
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                float2 uv : TEXCOORD0;
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                UNITY_FOG_COORDS(1)
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            };
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            v2f vert (appdata_full 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.uv = 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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            fixed4 frag (v2f i) : SV_Target
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            {
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                fixed4 col = tex2D(_MainTex, i.uv);
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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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