90 lines
2.1 KiB
Plaintext
90 lines
2.1 KiB
Plaintext
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// 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/Unity Standard Assets/Projector/Light"
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{
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Properties
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{
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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_Color ("Main Color", Color) = (1,1,1,1)
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_ShadowTex ("Cookie", 2D) = "" {}
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_FalloffTex ("FallOff", 2D) = "" {}
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}
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Subshader
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{
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Tags {"Queue"="Transparent"}
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Pass
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{
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ZWrite Off
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ColorMask RGB
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Blend DstColor One
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Offset -1, -1
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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_fog
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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 "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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struct v2f
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{
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float4 uvShadow : TEXCOORD0;
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float4 uvFalloff : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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float4 pos : SV_POSITION;
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};
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float4x4 unity_Projector;
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float4x4 unity_ProjectorClip;
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v2f vert (float4 vertex : POSITION)
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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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CURVEDWORLD_TRANSFORM_VERTEX(vertex)
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#endif
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o.pos = UnityObjectToClipPos(vertex);
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o.uvShadow = mul (unity_Projector, vertex);
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o.uvFalloff = mul (unity_ProjectorClip, vertex);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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fixed4 _Color;
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sampler2D _ShadowTex;
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sampler2D _FalloffTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
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texS.rgb *= _Color.rgb;
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texS.a = 1.0-texS.a;
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fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
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fixed4 res = texS * texF.a;
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UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
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return res;
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}
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ENDCG
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}
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}
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CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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