90 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
// 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/Sprites/Diffuse"
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{
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    Properties
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    {
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        [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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        _Color ("Tint", Color) = (1,1,1,1)
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        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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        [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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        [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
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        [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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        [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
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        [HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
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    }
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    SubShader
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    {
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        Cull[_Cull] 
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        Tags
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        {
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            "Queue"="Transparent"
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            "IgnoreProjector"="True"
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            "RenderType"="Transparent"
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            "PreviewType"="Plane"
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            "CanUseSpriteAtlas"="True"
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        }
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        Lighting Off
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        ZWrite Off
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        Blend One OneMinusSrcAlpha
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        CGPROGRAM
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        #pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing
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        #pragma multi_compile_local _ PIXELSNAP_ON
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        #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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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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#include "../../Core/CurvedWorldTransform.cginc" 
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        #include "UnitySprites.cginc"
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        struct Input
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        {
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            float2 uv_MainTex;
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            fixed4 color;
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        };
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        void vert (inout appdata_full v, out Input o)
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        {
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            #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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                CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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            #endif
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            v.vertex = UnityFlipSprite(v.vertex, _Flip);
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            #if defined(PIXELSNAP_ON)
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            v.vertex = UnityPixelSnap (v.vertex);
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            #endif
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            UNITY_INITIALIZE_OUTPUT(Input, o);
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            o.color = v.color * _Color * _RendererColor;
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        }
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        void surf (Input IN, inout SurfaceOutput o)
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        {
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            fixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;
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            o.Albedo = c.rgb * c.a;
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            o.Alpha = c.a;
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        }
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        ENDCG
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    }
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Fallback "Hidden/Amazing Assets/Curved World/Fallback/VertexLit" 
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CustomEditor "AmazingAssets.CurvedWorld.Editor.SpritesShaderGUI"
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}
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