442 lines
11 KiB
Plaintext
442 lines
11 KiB
Plaintext
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "RadarShaders/Standard/RadarThroughObjectDeferred"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
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[Toggle]_UseRim("Enable See Through", Float) = 1
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[Toggle]_UseFalloff("Smooth Falloff", Float) = 0
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_RimFalloff("Rim Falloff", Range(1,10)) = 2
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_RimWidth("Rim Width", Range(0,1)) = 0.1
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_NoiseMap("Noise (RGB)", 2D) = "white" {}
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_ColorMap("Color (RGB)", 2D) = "white" {}
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_RimColor("Rim Color",Color) = (0.0,0.0,0,1)
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_RimSecondaryColor("Secondary Rim Color",Color) = (0.0,0.0,0,1)
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// Blending state
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[HideInInspector] _animateRimWidth("_animateRimWidth", Float) = 0.0
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// Blending state
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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}
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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Transparent" "PerformanceChecks"="False" "IgnoreProjector" = "True" "Queue" = "Transparent"}
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LOD 200
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Stencil {
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Ref 1
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Comp notequal
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Pass Keep
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}
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ZTest Greater
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Zwrite Off
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CGPROGRAM
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#pragma surface surf NoLighting noforwardadd noshadow alpha:fade keepalpha
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#pragma target 3.0
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sampler2D _ColorMap, _BumpMap, _NoiseMap;
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struct Input {
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float2 uv_ColorMap;
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float2 uv_NoiseMap;
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float3 worldPos;
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};
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fixed4 _RimColor;
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fixed4 _RimSecondaryColor;
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half _RimWidth;
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half _RimFalloff;
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half _animateRimWidth;
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half _NormalPower;
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bool _UseRim;
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bool _UseFalloff;
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half4 LightingNoLighting(SurfaceOutput s, half3 lightDir, fixed atten) {
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half4 c;
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c.rgb = s.Albedo;
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c.a = s.Alpha;
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return c;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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if (_UseRim) {
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half rim = 1 - saturate(abs(dot(normalize(_WorldSpaceCameraPos - IN.worldPos), normalize(o.Normal))));
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rim *= _RimFalloff;
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rim -= -1 + (_RimFalloff / 2);
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rim = clamp(rim, 0.0, 1.0);
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fixed4 g1 = (_RimColor * rim)*_RimColor.a;
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half srim = 1 - (rim*_RimColor.a);
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srim = clamp(srim, 0.0, 1.0);
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fixed4 g2 = (_RimSecondaryColor * srim)*_RimSecondaryColor.a;
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fixed4 c = tex2D(_ColorMap, IN.uv_ColorMap).rgba * (g1 + g2);
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c.a = clamp(c.a += _animateRimWidth,0.0,1.0);
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o.Albedo = c;
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fixed4 cn = 1 * tex2D(_NoiseMap, IN.uv_NoiseMap);
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if (_UseFalloff) {
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o.Alpha = ((rim - (1 - (_RimWidth + 0.5) * 2))* c.a) * cn;
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}
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else {
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o.Alpha = (((rim + _RimWidth) > 1 ? 1 : 0)* c.a) * cn;
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}
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}
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else
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{
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o.Albedo = 0;
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o.Alpha = 0;
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}
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}
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ENDCG
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ZTest LEqual
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Zwrite On
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "Queue" = "Geometry"}
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LOD 300
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Stencil {
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Ref 1
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Comp always
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Pass Replace
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}
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Deferred pass
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Pass
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{
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_prepassfinal
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#pragma multi_compile_instancing
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#pragma vertex vertDeferred
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#pragma fragment fragDeferred
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#include "UnityStandardCore.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags { "LightMode"="Meta" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "UnityStandardMeta.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 150
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags { "LightMode"="Meta" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "UnityStandardMeta.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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CustomEditor "RadarShadersStandardVisibleThroughObjectGUI"
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}
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