101 lines
3.3 KiB
Plaintext
101 lines
3.3 KiB
Plaintext
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Shader "Mixall/TwoSided"
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{
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Properties
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{
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_Albedo ("Albedo", Color) = (1,1,1,1)
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_Alpha ("Alpha", Range(0,1)) = 0.5
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_BumpMap("Bumpmap", 2D) = "bump" {}
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_Smoothness("Smoothness", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType" = "TransparentCutOut" "Queue" = "AlphaTest" "IgnoreProjector" = "True" }
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Cull off
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard alphatest:_Alpha
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#pragma surface surf Lambert
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sampler2D _MainTex;
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sampler2D _BumpMap;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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float4 _Albedo;
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half _Smoothness;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Albedo;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Smoothness = _Smoothness;
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o.Alpha = c.a;
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}
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ENDCG
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Pass
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{
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Tags { "LightMode" = "ShadowCaster" }
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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_shadowcaster
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#pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
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#include "UnityCG.cginc"
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform float4 _MainTex_ST;
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v2f vert(appdata_base 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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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Alpha;
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uniform fixed4 _Albedo;
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float4 frag(v2f i) : SV_Target
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{
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a* _Albedo.a - _Alpha);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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//FallBack "Transparent/Cutout/VertexLit"
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}
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