106 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.9 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/Unlit"
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{           
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	Properties   
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	{  
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[HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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[HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
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		[HideInInspector][CurvedWorldToggleFloat] _IncludeVertexColor("", float) = 0
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		[HideInInspector] _Color ("Color (RGB)", Color) = (1, 1, 1, 1)
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        [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" { }
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		[HideInInspector][CurvedWorldUVScroll] _MainTex_Scroll("", vector) = (0, 0, 0, 0)
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        [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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		[HideInInspector][KeywordEnum(None, By Main Alpha, By Secondary Alpha, Multiple, Additive, By Vertex Alpha)] _TextureMix ("", Float) = 0
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		[HideInInspector] _SecondaryTex ("", 2D) = "white" { }
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		[HideInInspector][CurvedWorldUVScroll] _SecondaryTex_Scroll("", vector) = (0, 0, 0, 0)
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		[HideInInspector] _SecondaryTex_Blend("", Range(-1, 1)) = 0
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		[HideInInspector] _NormalMapStrength("", float) = 1
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		[HideInInspector][Normal] _NormalMap("", 2D) = "bump" {}
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		[HideInInspector][CurvedWorldUVScroll] _NormalMap_Scroll ("", vector) = (0, 0, 0, 0)
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		[HideInInspector][Normal] _SecondaryNormalMap("", 2D) = "bump"{}
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		[HideInInspector][CurvedWorldUVScroll] _SecondaryNormalMap_Scroll ("", vector) = (0, 0, 0, 0)
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		[HideInInspector] _ReflectionColor("", color) = (1, 1, 1, 1)
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		[HideInInspector] _ReflectionMaskOffset("", Range(-1, 1)) = 0
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		[HideInInspector] _ReflectionCubeMap("", Cube) = ""{}	
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		[HideInInspector] _ReflectionFresnelBias("", Range(-1, 1)) = 0
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		[HideInInspector][HDR] _RimColor("", color) = (1, 1, 1, 1)
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		[HideInInspector] _RimBias("", Range(-1, 1)) = 0
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		[HideInInspector][HDR] _EmissionColor("", color) = (0, 0, 0, 0)
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		[HideInInspector] _EmissionMap("", 2D) = "white"{}
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		[HideInInspector][CurvedWorldUVScroll] _EmissionMap_Scroll ("", vector) = (0, 0, 0, 0)
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		[HideInInspector] _MatcapMap ("", 2D) = "white"{}
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		[HideInInspector] _MatcapIntensity ("", float) = 1
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		[HideInInspector][Enum(Multiply,0,Additive,1)] _MatcapBlendMode ("", float) = 1
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        // Blending state
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        [HideInInspector] _Mode ("__mode", Float) = 0.0
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        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
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        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
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        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
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	}
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	SubShader 
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	{
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		Tags { "RenderType"="CurvedWorld_Opaque" }
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		LOD 100		     
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		Cull[_Cull]     
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		//PassName "Unlit"
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		Pass       
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	    {                 
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			Name "Unlit"
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			Blend [_SrcBlend] [_DstBlend]
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        	ZWrite [_ZWrite]
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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_instancing     			                          
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			#pragma multi_compile_fog      
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			#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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			#pragma shader_feature_local _ _TEXTUREMIX_BY_MAIN_ALPHA _TEXTUREMIX_BY_SECONDARY_ALPHA _TEXTUREMIX_MULTIPLE _TEXTUREMIX_ADDITIVE _TEXTUREMIX_BY_VERTEX_ALPHA
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			#pragma shader_feature_local _NORMALMAP
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			#pragma shader_feature_local _REFLECTION
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			#pragma shader_feature_local _RIM
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			#pragma shader_feature_local _EMISSION
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			#pragma shader_feature_local _MATCAP
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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 "Unlit.cginc" 
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			ENDCG    
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		} //Pass "Unlit"
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	} //SubShader
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	Fallback "Hidden/Amazing Assets/Curved World/Fallback/Unlit"
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	CustomEditor "AmazingAssets.CurvedWorld.Editor.UnlitShaderGUI"
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} //Shader
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