138 lines
3.4 KiB
Plaintext
138 lines
3.4 KiB
Plaintext
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Shader "Amazing Assets/Curved World/Debug Normal"
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{
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Properties
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{
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[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 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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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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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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float3 normal : TEXCOORD0;
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};
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v2f vert (appdata v)
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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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#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.vertex = UnityObjectToClipPos(v.vertex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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return float4(i.normal, 1);
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}
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ENDCG
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}
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//PassName "ScenePickingPass"
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode" = "Picking" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragScenePickingPass
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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 "../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "ScenePickingPass"
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//PassName "SceneSelectionPass"
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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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 "../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "SceneSelectionPass"
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}
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}
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