85 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.0 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/Unity Standard Assets/Projector/Multiply" 
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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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		_ShadowTex ("Cookie", 2D) = "gray" {}
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		_FalloffTex ("FallOff", 2D) = "white" {}
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	}
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	Subshader 
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	{
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		Tags {"Queue"="Transparent"}
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		Pass 
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		{
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			ZWrite Off
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			ColorMask RGB
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			Blend DstColor Zero
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			Offset -1, -1
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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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#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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			struct v2f 
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			{
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				float4 uvShadow : TEXCOORD0;
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				float4 uvFalloff : TEXCOORD1;
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				UNITY_FOG_COORDS(2)
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				float4 pos : SV_POSITION;
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			};
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			float4x4 unity_Projector;
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			float4x4 unity_ProjectorClip;
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			v2f vert (float4 vertex : POSITION)
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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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	CURVEDWORLD_TRANSFORM_VERTEX(vertex)
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#endif
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				o.pos = UnityObjectToClipPos(vertex);
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				o.uvShadow = mul (unity_Projector, vertex);
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				o.uvFalloff = mul (unity_ProjectorClip, vertex);
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				UNITY_TRANSFER_FOG(o,o.pos);
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				return o;
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			}
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			sampler2D _ShadowTex;
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			sampler2D _FalloffTex;
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			fixed4 frag (v2f i) : SV_Target
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			{
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				fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
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				texS.a = 1.0-texS.a;
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				fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
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				fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
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				UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
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				return res;
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			}
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			ENDCG
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		}
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	}
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	CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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