252 lines
7.1 KiB
GLSL
252 lines
7.1 KiB
GLSL
// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax.
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// Use the non-batching version of this shader if you are using
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// local mode, and are seeing the textures move when you zoom in
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// due to dynamic batching. (Dynamic batching converts local vertex
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// data into world space, making local vertex position data unavailable
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// to the shader.)
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Shader "UVFree/Legacy/Diffuse" {
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Properties {
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[Toggle(_UVFREE_LOCAL)] _UVFreeLocal ("Use Local Space (instead of Global)", Float) = 0.0
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[Toggle(_UVFREE_VERTEX_COLOR)] _UVFreeVertexColor ("Use Vertex Color", Float) = 0.0
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[Toggle(_UVFREE_BUMPED)] _UVFreeBumped ("Use Normal Mapping", Float) = 1.0
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[Toggle(_UVFREE_RIM)] _UVFreeRim ("Use Rim Lighting", Float) = 0.0
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[Toggle(_EMISSION)] _Emission ("Use Emission", Float) = 0.0
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_TexPower("Texture Power", Range(0.0,20.0)) = 10.0
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_Color ("Tint", Color) = (1.0,1.0,1.0,1.0)
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_MainTex ("Base Color (RGB) Gloss (A)", 2D) = "white" {}
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_VertexColorStrength("Vertex Color Strength", Range(0.0,1.0)) = 0.0
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_BumpScale("Bump Scale", Range(-2.0, 2.0)) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_RimMultiplier ("Rim Multiplier", Range(0.0,8.0)) = 0.0
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_RimColor ("Rim Color (RGB) Strength (A)", Color) = (1.0,1.0,1.0,1.0)
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_RimPower ("Rim Power", Range(0.0,16.0)) = 5.0
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_EmissionMultiplier("Emission Multiplier", Float) = 0.0
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_EmissionColor("Emission Color", Color) = (0.0,0.0,0.0)
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_EmissionMap("Emission", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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"PerformanceChecks"="False"
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}
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LOD 300
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _UVFREE_LOCAL
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#pragma shader_feature _UVFREE_BUMPED
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#pragma shader_feature _UVFREE_RIM
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#pragma shader_feature _UVFREE_VERTEX_COLOR
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#pragma shader_feature _EMISSION
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// Uncomment to enable experimental feature which flips
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// backward textures. Note: Causes some normals to be flipped.
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// #define _UVFREE_FLIP_BACKWARD_TEXTURES
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#pragma surface surf Lambert vertex:vert fullforwardshadows
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#include "UnityCG.cginc"
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// Instanced Properties
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// https://docs.unity3d.com/Manual/GPUInstancing.html
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UNITY_INSTANCING_BUFFER_START (MyProperties)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
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#define _Color_arr MyProperties
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UNITY_INSTANCING_BUFFER_END(MyProperties)
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// Non-instanced properties
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _BumpScale;
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sampler2D _BumpMap;
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sampler2D _EmissionMap;
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half _TexPower;
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fixed _VertexColorStrength;
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fixed4 _RimColor;
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half _RimPower;
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half _RimMultiplier;
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half _EmissionMultiplier;
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half4 _EmissionColor;
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struct Input {
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fixed3 powerNormal;
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#ifdef _UVFREE_FLIP_BACKWARD_TEXTURES
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fixed3 normal;
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#endif
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float3 worldPos;
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#ifdef _UVFREE_RIM
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fixed3 viewDir;
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#endif
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#ifdef _UVFREE_VERTEX_COLOR
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fixed4 color:COLOR;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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#ifdef _UVFREE_LOCAL
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#ifdef _UVFREE_FLIP_BACKWARD_TEXTURES
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o.normal = v.normal;
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#endif
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o.powerNormal = pow(abs(v.normal), _TexPower);
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o.powerNormal = max(o.powerNormal, 0.0001);
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o.powerNormal /= dot(o.powerNormal, 1.0);
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v.tangent.xyz =
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cross(v.normal, fixed3(0.0,sign(v.normal.x),0.0)) * (o.powerNormal.x)
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+ cross(v.normal, fixed3(0.0,0.0,sign(v.normal.y))) * (o.powerNormal.y)
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+ cross(v.normal, fixed3(0.0,sign(v.normal.z),0.0)) * (o.powerNormal.z)
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;
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v.tangent.w =
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(-(v.normal.x) * (o.powerNormal.x))
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+ (-(v.normal.y) * (o.powerNormal.y))
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+ (-(v.normal.z) * (o.powerNormal.z))
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;
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#else
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fixed3 worldNormal = normalize(mul(unity_ObjectToWorld, fixed4(v.normal, 0.0)).xyz);
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// biplanar, zero out y
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worldNormal.y = 0.0001;
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worldNormal = normalize(worldNormal);
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#ifdef _UVFREE_FLIP_BACKWARD_TEXTURES
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o.normal = worldNormal;
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#endif
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o.powerNormal = pow(abs(worldNormal), _TexPower);
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o.powerNormal = max(o.powerNormal, 0.0001);
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o.powerNormal /= dot(o.powerNormal, 1.0);
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fixed3 nPowerNormal = normalize(o.powerNormal);
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v.tangent.xyz =
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cross(v.normal, mul(unity_WorldToObject,fixed4(0.0,sign(worldNormal.x),0.0,0.0)).xyz * (nPowerNormal.x))
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+ cross(v.normal, mul(unity_WorldToObject,fixed4(0.0,0.0,sign(worldNormal.y),0.0)).xyz * (nPowerNormal.y))
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+ cross(v.normal, mul(unity_WorldToObject,fixed4(0.0,sign(worldNormal.z),0.0,0.0)).xyz * (nPowerNormal.z))
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;
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v.tangent.w =
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(-(worldNormal.x) * (nPowerNormal.x))
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+ (-(worldNormal.y) * (nPowerNormal.y))
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+ (-(worldNormal.z) * (nPowerNormal.z))
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;
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#endif
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}
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void surf (Input IN, inout SurfaceOutput o) {
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// TRIPLANAR UVs BASED ON WORLD OR LOCAL POSITION
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//
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#ifdef _UVFREE_LOCAL
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float3 pos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
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float2 posX = pos.zy;
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float2 posY = pos.xz;
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float2 posZ = float2(-pos.x, pos.y);
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#else
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float2 posX = IN.worldPos.zy;
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float2 posY = IN.worldPos.xz;
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float2 posZ = float2(-IN.worldPos.x, IN.worldPos.y);
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#endif
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float2 xUV = posX * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 yUV = posY * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 zUV = posZ * _MainTex_ST.xy + _MainTex_ST.zw;
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#ifdef _UVFREE_FLIP_BACKWARD_TEXTURES
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fixed3 powerSign = sign(IN.normal);
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xUV.x *= powerSign.x;
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zUV.x *= powerSign.z;
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yUV.y *= powerSign.y;
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#endif
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// DIFFUSE
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//
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fixed4 texX = tex2D(_MainTex, xUV);
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fixed4 texY = tex2D(_MainTex, yUV);
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fixed4 texZ = tex2D(_MainTex, zUV);
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fixed4 tex =
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texX * IN.powerNormal.x
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+ texY * IN.powerNormal.y
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+ texZ * IN.powerNormal.z;
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#ifdef _UVFREE_VERTEX_COLOR
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tex *= lerp(fixed4(1.0,1.0,1.0,1.0), IN.color, _VertexColorStrength);
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#endif
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fixed4 tint = UNITY_ACCESS_INSTANCED_PROP (_Color_arr, _Color);
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o.Albedo = max(fixed3(0.001, 0.001, 0.001), tex.rgb * tint.rgb);
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o.Alpha = 1.0;
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// NORMAL
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//
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#ifdef _UVFREE_BUMPED
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fixed3 bumpX = UnpackScaleNormal(tex2D(_BumpMap, xUV), _BumpScale);
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fixed3 bumpY = UnpackScaleNormal(tex2D(_BumpMap, yUV), _BumpScale);
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fixed3 bumpZ = UnpackScaleNormal(tex2D(_BumpMap, zUV), _BumpScale);
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fixed3 bump =
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bumpX * IN.powerNormal.x
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+ bumpY * IN.powerNormal.y
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+ bumpZ * IN.powerNormal.z
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;
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o.Normal = normalize(bump);
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#else
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o.Normal = fixed3(0.0,0.0,1.0);
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#endif
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// RIM
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//
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#ifdef _UVFREE_RIM
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half rimStrength = 1.0 - max(0.0, dot(normalize(IN.viewDir), o.Normal));
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o.Emission = _RimMultiplier * _RimColor.rgb * pow(rimStrength, _RimPower) * _RimColor.a;
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#endif
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// EMISSION
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//
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#ifdef _EMISSION
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fixed3 emissionX = tex2D(_EmissionMap, xUV).rgb;
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fixed3 emissionY = tex2D(_EmissionMap, yUV).rgb;
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fixed3 emissionZ = tex2D(_EmissionMap, zUV).rgb;
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o.Emission +=
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(emissionX * IN.powerNormal.x + emissionY * IN.powerNormal.y + emissionZ * IN.powerNormal.z)
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* _EmissionColor.rgb
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* _EmissionMultiplier;
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#endif
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}
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ENDCG
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}
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FallBack "Diffuse"
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CustomEditor "UVFreeLegacyTopBottomGUI"
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}
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