878 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			878 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
//Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/Details/WavingDoublePass" 
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Shader "Hidden/TerrainEngine/Details/WavingDoublePass"
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{
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Properties {
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 _WavingTint ("Fade Color", Color) = (0.700000,0.600000,0.500000,0.000000)
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 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
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 _WaveAndDistance ("Wave and distance", Vector) = (12.000000,3.600000,1.000000,1.000000)
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 _Cutoff ("Cutoff", Float) = 0.500000
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}
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SubShader { 
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 LOD 200
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 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
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 Pass {
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  Name "FORWARD"
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  Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
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  Cull Off
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  ColorMask RGB
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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#include "TerrainEngine.cginc"
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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 "../../../../Core/CurvedWorldTransform.cginc" 
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sampler2D _MainTex;
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fixed _Cutoff;
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struct Input {
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    float2 uv_MainTex;
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    fixed4 color : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
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    o.Albedo = c.rgb;
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    o.Alpha = c.a;
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    clip (o.Alpha - _Cutoff);
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    o.Alpha *= IN.color.a;
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}
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// vertex-to-fragment interpolation data
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// no lightmaps:
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_WORLD_POS
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struct v2f_surf {
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  UNITY_POSITION(pos);
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  float2 pack0 : TEXCOORD0; // _MainTex
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  float3 worldNormal : TEXCOORD1;
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  float4 worldPos : TEXCOORD2;
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  fixed4 color : COLOR0;
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  #if UNITY_SHOULD_SAMPLE_SH
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  half3 sh : TEXCOORD3; // SH
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  #endif
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  UNITY_LIGHTING_COORDS(4,5)
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  #if SHADER_TARGET >= 30
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  float4 lmap : TEXCOORD6;
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  #endif
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  UNITY_VERTEX_INPUT_INSTANCE_ID
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  UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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  UNITY_POSITION(pos);
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  float2 pack0 : TEXCOORD0; // _MainTex
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  float3 worldNormal : TEXCOORD1;
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  float3 worldPos : TEXCOORD2;
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  fixed4 color : COLOR0;
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  #if UNITY_SHOULD_SAMPLE_SH
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  half3 sh : TEXCOORD3; // SH
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  #endif
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  UNITY_FOG_COORDS(4)
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  UNITY_SHADOW_COORDS(5)
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  #if SHADER_TARGET >= 30
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  float4 lmap : TEXCOORD6;
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  #endif
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  UNITY_VERTEX_INPUT_INSTANCE_ID
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  UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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// with lightmaps:
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#ifdef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_WORLD_POS
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struct v2f_surf {
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  UNITY_POSITION(pos);
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  float2 pack0 : TEXCOORD0; // _MainTex
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  float3 worldNormal : TEXCOORD1;
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  float4 worldPos : TEXCOORD2;
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  fixed4 color : COLOR0;
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  float4 lmap : TEXCOORD3;
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  UNITY_LIGHTING_COORDS(4,5)
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  UNITY_VERTEX_INPUT_INSTANCE_ID
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  UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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  UNITY_POSITION(pos);
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  float2 pack0 : TEXCOORD0; // _MainTex
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  float3 worldNormal : TEXCOORD1;
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  float3 worldPos : TEXCOORD2;
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  fixed4 color : COLOR0;
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  float4 lmap : TEXCOORD3;
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  UNITY_FOG_COORDS(4)
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  UNITY_SHADOW_COORDS(5)
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  #ifdef DIRLIGHTMAP_COMBINED
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  float3 tSpace0 : TEXCOORD6;
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  float3 tSpace1 : TEXCOORD7;
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  float3 tSpace2 : TEXCOORD8;
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  #endif
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  UNITY_VERTEX_INPUT_INSTANCE_ID
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  UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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float4 _MainTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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  UNITY_SETUP_INSTANCE_ID(v);
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  v2f_surf o;
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  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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  UNITY_TRANSFER_INSTANCE_ID(v,o);
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  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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  WavingGrassVert (v);
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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.pos = UnityObjectToClipPos(v.vertex);
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  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
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  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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  #endif
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  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
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  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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  #endif
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  o.worldPos.xyz = worldPos;
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  o.worldNormal = worldNormal;
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  o.color = v.color;
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  #ifdef DYNAMICLIGHTMAP_ON
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  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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  #endif
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  #ifdef LIGHTMAP_ON
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  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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  #endif
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  // SH/ambient and vertex lights
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  #ifndef LIGHTMAP_ON
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    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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      o.sh = 0;
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      // Approximated illumination from non-important point lights
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      #ifdef VERTEXLIGHT_ON
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        o.sh += Shade4PointLights (
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          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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          unity_4LightAtten0, worldPos, worldNormal);
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      #endif
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      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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    #endif
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  #endif // !LIGHTMAP_ON
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  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
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  #ifdef FOG_COMBINED_WITH_TSPACE
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    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
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  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
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  #else
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    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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  #endif
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  return o;
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}
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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  UNITY_SETUP_INSTANCE_ID(IN);
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  // prepare and unpack data
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  Input surfIN;
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  #ifdef FOG_COMBINED_WITH_TSPACE
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    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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  #else
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    UNITY_EXTRACT_FOG(IN);
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  #endif
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  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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  surfIN.uv_MainTex.x = 1.0;
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  surfIN.color.x = 1.0;
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  surfIN.uv_MainTex = IN.pack0.xy;
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  float3 worldPos = IN.worldPos.xyz;
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  #ifndef USING_DIRECTIONAL_LIGHT
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    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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  #else
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    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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  #endif
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  surfIN.color = IN.color;
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  #ifdef UNITY_COMPILER_HLSL
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  SurfaceOutput o = (SurfaceOutput)0;
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  #else
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  SurfaceOutput o;
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  #endif
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  o.Albedo = 0.0;
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  o.Emission = 0.0;
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  o.Specular = 0.0;
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  o.Alpha = 0.0;
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  o.Gloss = 0.0;
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  fixed3 normalWorldVertex = fixed3(0,0,1);
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  o.Normal = IN.worldNormal;
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  normalWorldVertex = IN.worldNormal;
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  // call surface function
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  surf (surfIN, o);
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  // compute lighting & shadowing factor
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  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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  fixed4 c = 0;
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  // Setup lighting environment
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  UnityGI gi;
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  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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  gi.indirect.diffuse = 0;
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  gi.indirect.specular = 0;
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  gi.light.color = _LightColor0.rgb;
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  gi.light.dir = lightDir;
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  // Call GI (lightmaps/SH/reflections) lighting function
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  UnityGIInput giInput;
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  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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  giInput.light = gi.light;
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  giInput.worldPos = worldPos;
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  giInput.atten = atten;
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  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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    giInput.lightmapUV = IN.lmap;
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  #else
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    giInput.lightmapUV = 0.0;
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  #endif
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  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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    giInput.ambient = IN.sh;
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  #else
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    giInput.ambient.rgb = 0.0;
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  #endif
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  giInput.probeHDR[0] = unity_SpecCube0_HDR;
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  giInput.probeHDR[1] = unity_SpecCube1_HDR;
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  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
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    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
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  #endif
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  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
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    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
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    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
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    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
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    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
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    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
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  #endif
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  LightingLambert_GI(o, giInput, gi);
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  // realtime lighting: call lighting function
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  c += LightingLambert (o, gi);
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  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
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  UNITY_OPAQUE_ALPHA(c.a);
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  return c;
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}
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ENDCG
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 }
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 Pass {
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  Name "FORWARD"
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  Tags { "LIGHTMODE"="FORWARDADD" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
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  ZWrite Off
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  Cull Off
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  Blend One One
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  ColorMask RGB
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma skip_variants INSTANCING_ON
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#pragma multi_compile_fwdadd_fullshadows
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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#include "TerrainEngine.cginc"
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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 "../../../../Core/CurvedWorldTransform.cginc" 
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sampler2D _MainTex;
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fixed _Cutoff;
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struct Input {
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    float2 uv_MainTex;
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    fixed4 color : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
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    o.Albedo = c.rgb;
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    o.Alpha = c.a;
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    clip (o.Alpha - _Cutoff);
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    o.Alpha *= IN.color.a;
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}
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// vertex-to-fragment interpolation data
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struct v2f_surf {
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  UNITY_POSITION(pos);
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  float2 pack0 : TEXCOORD0; // _MainTex
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  float3 worldNormal : TEXCOORD1;
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  float3 worldPos : TEXCOORD2;
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  fixed4 color : COLOR0;
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  UNITY_LIGHTING_COORDS(3,4)
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  UNITY_FOG_COORDS(5)
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  UNITY_VERTEX_INPUT_INSTANCE_ID
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  UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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  UNITY_SETUP_INSTANCE_ID(v);
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  v2f_surf o;
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  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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  UNITY_TRANSFER_INSTANCE_ID(v,o);
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  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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  WavingGrassVert (v);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 | 
						|
    #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
        CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
 | 
						|
    #else
 | 
						|
        CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
 | 
						|
    #endif
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  o.worldNormal = worldNormal;
 | 
						|
  o.color = v.color;
 | 
						|
 | 
						|
  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
 | 
						|
  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.uv_MainTex.x = 1.0;
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.uv_MainTex = IN.pack0.xy;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  surfIN.color = IN.color;
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = IN.worldNormal;
 | 
						|
  normalWorldVertex = IN.worldNormal;
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
 | 
						|
  fixed4 c = 0;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = _LightColor0.rgb;
 | 
						|
  gi.light.dir = lightDir;
 | 
						|
  gi.light.color *= atten;
 | 
						|
  c += LightingLambert (o, gi);
 | 
						|
  c.a = 0.0;
 | 
						|
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
 | 
						|
  UNITY_OPAQUE_ALPHA(c.a);
 | 
						|
  return c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 }
 | 
						|
 Pass {
 | 
						|
  Name "ShadowCaster"
 | 
						|
  Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Grass" "DisableBatching"="true" }
 | 
						|
  Cull Off
 | 
						|
  ColorMask RGB
 | 
						|
CGPROGRAM
 | 
						|
 | 
						|
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma multi_compile_instancing
 | 
						|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
 | 
						|
#pragma multi_compile_shadowcaster
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA
 | 
						|
#define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
#define WorldNormalVector(data,normal) normal
 | 
						|
 | 
						|
 | 
						|
#include "TerrainEngine.cginc"
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
 | 
						|
#define CURVEDWORLD_BEND_ID_#ID#
 | 
						|
#include "../../../../Core/CurvedWorldTransform.cginc" 
 | 
						|
 | 
						|
 | 
						|
sampler2D _MainTex;
 | 
						|
fixed _Cutoff;
 | 
						|
 | 
						|
struct Input {
 | 
						|
    float2 uv_MainTex;
 | 
						|
    fixed4 color : COLOR;
 | 
						|
};
 | 
						|
 | 
						|
void surf (Input IN, inout SurfaceOutput o) {
 | 
						|
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
 | 
						|
    o.Albedo = c.rgb;
 | 
						|
    o.Alpha = c.a;
 | 
						|
    clip (o.Alpha - _Cutoff);
 | 
						|
    o.Alpha *= IN.color.a;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
 | 
						|
  V2F_SHADOW_CASTER;
 | 
						|
  float2 pack0 : TEXCOORD1; // _MainTex
 | 
						|
  float3 worldPos : TEXCOORD2;
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
float4 _MainTex_ST;
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (appdata_full v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  WavingGrassVert (v);
 | 
						|
 | 
						|
 | 
						|
  CURVEDWORLD_TRANSFORM_VERTEX(v.vertex);
 | 
						|
 | 
						|
  
 | 
						|
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  o.color = v.color;
 | 
						|
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.uv_MainTex.x = 1.0;
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.uv_MainTex = IN.pack0.xy;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  surfIN.color = IN.color;
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  SHADOW_CASTER_FRAGMENT(IN)
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 }
 | 
						|
}
 | 
						|
SubShader { 
 | 
						|
 LOD 200
 | 
						|
 Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" }
 | 
						|
 Pass {
 | 
						|
  Tags { "LIGHTMODE"="Vertex" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Grass" }
 | 
						|
  Cull Off
 | 
						|
  ColorMask RGB
 | 
						|
CGPROGRAM
 | 
						|
#pragma vertex vert
 | 
						|
#pragma fragment frag
 | 
						|
#pragma target 2.0
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#pragma multi_compile_fog
 | 
						|
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
 | 
						|
 | 
						|
// ES2.0/WebGL can not do loops with non-constant-expression iteration counts :(
 | 
						|
#if defined(SHADER_API_GLES)
 | 
						|
  #define LIGHT_LOOP_LIMIT 8
 | 
						|
#else
 | 
						|
  #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
 | 
						|
#endif
 | 
						|
 | 
						|
// Some ES3 drivers (e.g. older Adreno) have problems with the light loop
 | 
						|
#if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT))
 | 
						|
  #define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL
 | 
						|
#else
 | 
						|
  #define LIGHT_LOOP_ATTRIBUTE
 | 
						|
#endif
 | 
						|
#define ENABLE_SPECULAR 1
 | 
						|
 | 
						|
// Compile specialized variants for when positional (point/spot) and spot lights are present
 | 
						|
#pragma multi_compile __ POINT SPOT
 | 
						|
 | 
						|
// Compute illumination from one light, given attenuation
 | 
						|
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {
 | 
						|
  half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
 | 
						|
  // diffuse
 | 
						|
  half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
 | 
						|
  return color * atten;
 | 
						|
}
 | 
						|
 | 
						|
// Compute attenuation & illumination from one light
 | 
						|
half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {
 | 
						|
  float3 dirToLight = unity_LightPosition[idx].xyz;
 | 
						|
  half att = 1.0;
 | 
						|
  #if defined(POINT) || defined(SPOT)
 | 
						|
    dirToLight -= eyePosition * unity_LightPosition[idx].w;
 | 
						|
    // distance attenuation
 | 
						|
    float distSqr = dot(dirToLight, dirToLight);
 | 
						|
    att /= (1.0 + unity_LightAtten[idx].z * distSqr);
 | 
						|
    if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
 | 
						|
    distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
 | 
						|
    dirToLight *= rsqrt(distSqr);
 | 
						|
    #if defined(SPOT)
 | 
						|
      // spot angle attenuation
 | 
						|
      half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
 | 
						|
      half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
 | 
						|
      att *= saturate(spotAtt);
 | 
						|
    #endif
 | 
						|
  #endif
 | 
						|
  att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
 | 
						|
  return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
 | 
						|
#define CURVEDWORLD_BEND_ID_#ID#
 | 
						|
#include "../../../../Core/CurvedWorldTransform.cginc" 
 | 
						|
 | 
						|
 | 
						|
 | 
						|
// uniforms
 | 
						|
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
 | 
						|
float4 _MainTex_ST;
 | 
						|
 | 
						|
// vertex shader input data
 | 
						|
struct appdata {
 | 
						|
  float3 pos : POSITION;
 | 
						|
  float3 normal : NORMAL;
 | 
						|
  half4 color : COLOR;
 | 
						|
  float3 uv0 : TEXCOORD0;
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
};
 | 
						|
 | 
						|
// vertex-to-fragment interpolators
 | 
						|
struct v2f {
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  float2 uv0 : TEXCOORD0;
 | 
						|
  #if USING_FOG
 | 
						|
    fixed fog : TEXCOORD1;
 | 
						|
  #endif
 | 
						|
  float4 pos : SV_POSITION;
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f vert (appdata IN) {
 | 
						|
  v2f o;
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
 | 
						|
 | 
						|
float4 vPosition = float4(IN.pos, 1);
 | 
						|
CURVEDWORLD_TRANSFORM_VERTEX(vPosition);
 | 
						|
IN.pos = vPosition.xyz;
 | 
						|
 | 
						|
 | 
						|
  half4 color = IN.color;
 | 
						|
  float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
 | 
						|
  half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
 | 
						|
  half3 viewDir = 0.0;
 | 
						|
  // lighting
 | 
						|
  half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
 | 
						|
  half3 specColor = 0.0;
 | 
						|
  half shininess = 0 * 128.0;
 | 
						|
  LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
 | 
						|
    lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color, shininess, specColor);
 | 
						|
  }
 | 
						|
  color.rgb = lcolor.rgb;
 | 
						|
  color.a = color.a;
 | 
						|
  o.color = saturate(color);
 | 
						|
  // compute texture coordinates
 | 
						|
  o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
 | 
						|
  // fog
 | 
						|
  #if USING_FOG
 | 
						|
    float fogCoord = length(eyePos.xyz); // radial fog distance
 | 
						|
    UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
 | 
						|
    o.fog = saturate(unityFogFactor);
 | 
						|
  #endif
 | 
						|
  // transform position
 | 
						|
  o.pos = UnityObjectToClipPos(IN.pos);
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// textures
 | 
						|
sampler2D _MainTex;
 | 
						|
fixed _Cutoff;
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag (v2f IN) : SV_Target {
 | 
						|
  fixed4 col;
 | 
						|
  fixed4 tex, tmp0, tmp1, tmp2;
 | 
						|
  // SetTexture #0
 | 
						|
  tex = tex2D (_MainTex, IN.uv0.xy);
 | 
						|
  col.rgb = tex * IN.color;
 | 
						|
  col *= 2;
 | 
						|
  col.a = tex.a;
 | 
						|
  // alpha test
 | 
						|
  if (col.a <= _Cutoff) clip(-1);
 | 
						|
  // fog
 | 
						|
  #if USING_FOG
 | 
						|
    col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
 | 
						|
  #endif
 | 
						|
  return col;
 | 
						|
}
 | 
						|
 | 
						|
// texenvs
 | 
						|
//! TexEnv0: 02010103 01050004 [_MainTex]
 | 
						|
ENDCG
 | 
						|
 }
 | 
						|
 Pass {
 | 
						|
  Tags { "LIGHTMODE"="VertexLM" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="CurvedWorld_Opaque" }
 | 
						|
  Cull Off
 | 
						|
  ColorMask RGB
 | 
						|
CGPROGRAM
 | 
						|
#define FOG_LINEAR_KEYWORD_DECLARED 1
 | 
						|
#define FOG_EXP_KEYWORD_DECLARED 1
 | 
						|
#define FOG_EXP2_KEYWORD_DECLARED 1
 | 
						|
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#define UNITY_INSTANCED_RENDERER_BOUNDS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
 | 
						|
            #pragma vertex vert
 | 
						|
            #pragma fragment frag
 | 
						|
            #pragma target 2.0
 | 
						|
            #include "UnityCG.cginc"
 | 
						|
            #pragma multi_compile_fog
 | 
						|
            #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
 | 
						|
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
 | 
						|
#define CURVEDWORLD_BEND_ID_#ID#
 | 
						|
#include "../../../../Core/CurvedWorldTransform.cginc" 
 | 
						|
 | 
						|
 | 
						|
 | 
						|
            float4 _MainTex_ST;
 | 
						|
 | 
						|
            struct appdata
 | 
						|
            {
 | 
						|
                float3 pos : POSITION;
 | 
						|
                float3 uv1 : TEXCOORD1;
 | 
						|
                float3 uv0 : TEXCOORD0;
 | 
						|
                UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
            };
 | 
						|
 | 
						|
            struct v2f
 | 
						|
            {
 | 
						|
                float2 uv0 : TEXCOORD0;
 | 
						|
                float2 uv1 : TEXCOORD1;
 | 
						|
            #if USING_FOG
 | 
						|
                fixed fog : TEXCOORD2;
 | 
						|
            #endif
 | 
						|
                float4 pos : SV_POSITION;
 | 
						|
 | 
						|
                UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
            };
 | 
						|
 | 
						|
            v2f vert(appdata IN)
 | 
						|
            {
 | 
						|
                v2f o;
 | 
						|
                UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
 | 
						|
 | 
						|
float4 vPosition = float4(IN.pos, 1);
 | 
						|
CURVEDWORLD_TRANSFORM_VERTEX(vPosition);
 | 
						|
IN.pos = vPosition.xyz;
 | 
						|
 | 
						|
 | 
						|
                o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 | 
						|
                o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
 | 
						|
 | 
						|
            #if USING_FOG
 | 
						|
                float3 eyePos = UnityObjectToViewPos(IN.pos);
 | 
						|
                float fogCoord = length(eyePos.xyz);
 | 
						|
                UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
 | 
						|
                o.fog = saturate(unityFogFactor);
 | 
						|
            #endif
 | 
						|
 | 
						|
                o.pos = UnityObjectToClipPos(IN.pos);
 | 
						|
                return o;
 | 
						|
            }
 | 
						|
 | 
						|
            sampler2D _MainTex;
 | 
						|
 | 
						|
            fixed4 frag(v2f IN) : SV_Target
 | 
						|
            {
 | 
						|
                fixed4 col;
 | 
						|
                fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
 | 
						|
                half3 bakedColor = DecodeLightmap(tex);
 | 
						|
 | 
						|
                tex = tex2D(_MainTex, IN.uv1.xy);
 | 
						|
                col.rgb = tex.rgb * bakedColor;
 | 
						|
                col.a = 1.0f;
 | 
						|
 | 
						|
                #if USING_FOG
 | 
						|
                col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
 | 
						|
                #endif
 | 
						|
 | 
						|
            return col;
 | 
						|
 | 
						|
            }
 | 
						|
 | 
						|
        ENDCG
 | 
						|
 }
 | 
						|
}
 | 
						|
Fallback Off
 | 
						|
} |