122 lines
3.0 KiB
Plaintext
122 lines
3.0 KiB
Plaintext
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Shader "MoreMountains/MMSkybox"
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{
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Properties
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{
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_TopColor("Top Color", Color) = (1,1,1,0)
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_BottomColor("Bottom Color", Color) = (1,0.6,0,0)
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_Saturation("Saturation", Float) = 1
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_Intensity("Intensity", Float) = 1
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[Toggle(_SCREENSPACE)] _ScreenSpace("Screen Space", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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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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#include "UnityCG.cginc"
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#pragma shader_feature_local _SCREENSPACE
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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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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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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};
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uniform float4 _TopColor;
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uniform float4 _BottomColor;
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uniform float _Saturation;
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uniform float _Intensity;
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord2 = screenPos;
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o.ase_texcoord1 = v.vertex;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = vertexValue;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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float4 screenPos = i.ase_texcoord2;
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float4 ase_screenPosNorm = screenPos / screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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#ifdef _SCREENSPACE
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float staticSwitch13 = ase_screenPosNorm.y;
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#else
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float staticSwitch13 = i.ase_texcoord1.xyz.y;
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#endif
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float4 lerpResult3 = lerp( _BottomColor , _TopColor , pow( saturate( ( staticSwitch13 * _Saturation) ) , _Intensity ));
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finalColor = lerpResult3;
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return finalColor;
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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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