92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities"
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{
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    SubShader
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    {
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        Pass
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        {
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            Name "Picking"
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            Tags { "LightMode" = "Picking" }
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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 instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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                #pragma editor_sync_compilation
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                #include "UnityCG.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 TERRAIN_BASE_PASS
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                #include "../../TerrainSplatmapCommon.cginc"
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                float4 vert(appdata_full v) : SV_POSITION
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                {
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                    UNITY_SETUP_INSTANCE_ID(v);
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                    Input i;
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                    SplatmapVert(v, i);
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                    return UnityObjectToClipPos(v.vertex);
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                }
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                uniform float4 _SelectionID;
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                fixed4 frag() : SV_Target
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                {
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                    return _SelectionID;
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                }
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            ENDCG
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        }
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        Pass
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        {
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            Name "Selection"
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            Tags { "LightMode" = "SceneSelectionPass" }
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            Blend One Zero
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            ZTest LEqual
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            Cull Off
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            ZWrite Off
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            // push towards camera a bit, so that coord mismatch due to dynamic batching is not affecting us
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            Offset -0.02, 0
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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 instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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                #pragma editor_sync_compilation
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                #include "UnityCG.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 TERRAIN_BASE_PASS
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                #include "../../TerrainSplatmapCommon.cginc"
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                float4 vert(appdata_full v) : SV_POSITION
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                {
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                    UNITY_SETUP_INSTANCE_ID(v);
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                    Input i;
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                    SplatmapVert(v, i);
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                    return UnityObjectToClipPos(v.vertex);
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                }
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                int _ObjectId;
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                int _PassValue;
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                float4 frag() : SV_Target
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                {
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                    return float4(_ObjectId, _PassValue, 1, 1);
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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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