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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Unlit shader. Simplest possible textured shader.
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// - no lighting
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// - no lightmap support
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// - no per-material color
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Shader "Digicrafts/UV-Free/Unlit/Texture" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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// UV-Free Properties
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[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
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[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
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[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
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_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
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_Top ("_Top", Float) = 0
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_PowerTop ("_PowerTop", Range(0,1)) = 0.5
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_ColorTop ("_ColorTop", Color) = (1,1,1,1)
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_MainTexTop ("_MainTexTop", 2D) = "white" {}
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_Bottom ("_Bottom", Float) = 0
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_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
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_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
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_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass {
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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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#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
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#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
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#pragma shader_feature _UVFREE_WORLDSPACE
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#pragma shader_feature _UVFREE_VERTEX_COLOR
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#include "../Core/UVFreeCommon.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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DC_UVFREE_INPUT
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};
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struct v2f {
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float4 pos : SV_POSITION;
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DC_UVFREE_OUPUT(1,2)
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UNITY_FOG_COORDS(3)
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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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o.pos = UnityObjectToClipPos(v.vertex);
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DC_UVFREE_TRANSFER(o,_MainTex)
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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 frag (v2f i) : SV_Target
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{
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DC_UVFREE_SETUP(i.objNormal)
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// #if _UVFREE_VERTEX_COLOR
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// fixed4 c = fixed4(i.v_color.a,i.v_color.a,i.v_color.a,1);
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// #else
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fixed4 c = fixed4(1,1,1,1);
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// #endif
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DC_UVFREE_UV_APPLY(i,_MainTex);
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DC_UVFREE_APPLY_MAIN_TEX(c)
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c*=_Color;
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// Add top/bottom
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#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
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if(uv_normal.x>0){
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#if _UVFREE_UP_LEFT
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fixed4 top_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_VALUE_X(c,(top_c*_ColorTop),_PowerTop);
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#endif
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} else {
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#if _UVFREE_DOWN_RIGHT
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fixed4 bottom_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_VALUE_X(c,(bottom_c*_ColorBottom),_PowerBottom);
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#endif
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}
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#endif
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#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
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if(uv_normal.z>0){
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#if _UVFREE_UP_FRONT
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fixed4 top_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_VALUE_Z(c,(top_c*_ColorTop),_PowerTop);
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#endif
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} else {
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#if _UVFREE_DOWN_BACK
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fixed4 bottom_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_VALUE_Z(c,(bottom_c*_ColorBottom),_PowerBottom);
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#endif
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}
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#endif
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#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
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if(uv_normal.y>0){
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#if _UVFREE_UP_TOP
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fixed4 top_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_VALUE_Y(c,(top_c*_ColorTop),_PowerTop);
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#endif
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} else {
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#if _UVFREE_DOWN_BOTTOM
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fixed4 bottom_c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_VALUE_Y(c,(bottom_c*_ColorBottom),_PowerBottom);
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#endif
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}
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#endif
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DC_UVFREE_FINAL(i,c)
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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}
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CustomEditor "UVFreeMobileShaderGUI"
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}
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