initial upload
This commit is contained in:
@@ -0,0 +1,31 @@
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Shader "FX/Water (simple)" {
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Properties {
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_horizonColor ("Horizon color", Color) = (0.172,0.463,0.435,0)
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_WaveScale ("Wave scale", Range(0.02,0.15)) = 0.07
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_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
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_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", CUBE) = "" { TexGen CubeReflect }
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_BumpMap ("Waves Normalmap ", 2D) = "" {}
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WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
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_MainTex ("Fallback texture", 2D) = "" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 5772f1943a179aa449336a313bb3c8b3
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timeCreated: 1757099063
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licenseType: Free
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ShaderImporter:
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name:
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userData:
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@@ -0,0 +1,53 @@
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Nature/#NAME#" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_GlossMap ("Gloss (A)", 2D) = "black" {}
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_TranslucencyMap ("Translucency (A)", 2D) = "white" {}
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_ShadowOffset ("Shadow Offset (A)", 2D) = "black" {}
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// These are here only to provide default values
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags { "IgnoreProjector"="True" "RenderType"="TreeLeaf" }
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LOD 200
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CGPROGRAM
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#pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf addshadow nolightmap noforwardadd
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#include "UnityBuiltin3xTreeLibrary.cginc"
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _GlossMap;
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sampler2D _TranslucencyMap;
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half _Shininess;
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struct Input {
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float2 uv_MainTex;
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fixed4 color : COLOR; // color.a = AO
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};
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void surf (Input IN, inout LeafSurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
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o.Translucency = tex2D(_TranslucencyMap, IN.uv_MainTex).rgb;
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o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a;
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o.Alpha = c.a;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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}
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ENDCG
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}
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Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Optimized"
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FallBack "Diffuse"
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6baaf1ca61592ce419776f3e7be099dd
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timeCreated: 1757099063
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licenseType: Free
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ShaderImporter:
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name:
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userData:
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@@ -0,0 +1,36 @@
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Shader "Hidden/Nature/Tree Creator Leaves Optimized" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.8
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_ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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_Scale ("Scale", Vector) = (1,1,1,1)
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_SquashAmount ("Squash", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: c704305bb99e2d74eb519abd6266b00f
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timeCreated: 1757099063
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licenseType: Free
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ShaderImporter:
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name:
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userData:
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@@ -0,0 +1,31 @@
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Shader "Hidden/Nature/Tree Creator Leaves Rendertex" {
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Properties {
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_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_HalfOverCutoff ("0.5 / alpha cutoff", Range(0,1)) = 1
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 32278537d34503447b8dc871dfea436b
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timeCreated: 1757099063
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licenseType: Free
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ShaderImporter:
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name:
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userData:
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@@ -0,0 +1,30 @@
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Shader "Nature/Tree Soft Occlusion Bark" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_BaseLight ("Base Light", Range(0,1)) = 0.35
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_AO ("Amb. Occlusion", Range(0,10)) = 2.4
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_Scale ("Scale", Vector) = (1,1,1,1)
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_SquashAmount ("Squash", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b6282d8931ea38c44bcaf7a0c5db086c
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timeCreated: 1757099056
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licenseType: Free
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ShaderImporter:
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name:
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userData:
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@@ -0,0 +1,30 @@
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Shader "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_BaseLight ("Base Light", Range(0,1)) = 0.35
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_AO ("Amb. Occlusion", Range(0,10)) = 2.4
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_Scale ("Scale", Vector) = (1,1,1,1)
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_SquashAmount ("Squash", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: 30c9caebf03163b4a9c0a6a5d6b6ccf9
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timeCreated: 1757099056
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licenseType: Free
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ShaderImporter:
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name:
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||||
userData:
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@@ -0,0 +1,122 @@
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Shader "Nature/Tree Soft Occlusion Leaves" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Main Texture", 2D) = "white" { }
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_Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5
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_BaseLight ("Base Light", Range(0, 1)) = 0.35
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_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
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_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
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// These are here only to provide default values
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector"="True"
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"RenderType" = "TreeTransparentCutout"
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"DisableBatching"="True"
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}
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Cull Off
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ColorMask RGB
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Pass {
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Lighting On
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CGPROGRAM
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#pragma vertex leaves
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityBuiltin2xTreeLibrary.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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fixed4 frag(v2f input) : SV_Target
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{
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fixed4 c = tex2D( _MainTex, input.uv.xy);
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c.rgb *= input.color.rgb;
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clip (c.a - _Cutoff);
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UNITY_APPLY_FOG(input.fogCoord, c);
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return c;
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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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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#include "UnityCG.cginc"
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#include "TerrainEngine.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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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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TerrainAnimateTree(v.vertex, v.color.w);
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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o.uv = v.texcoord;
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return o;
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}
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sampler2D _MainTex;
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fixed _Cutoff;
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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 - _Cutoff );
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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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// This subshader is never actually used, but is only kept so
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// that the tree mesh still assumes that normals are needed
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// at build time (due to Lighting On in the pass). The subshader
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// above does not actually use normals, so they are stripped out.
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// We want to keep normals for backwards compatibility with Unity 4.2
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// and earlier.
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector"="True"
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"RenderType" = "TransparentCutout"
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}
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Cull Off
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ColorMask RGB
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Pass {
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Tags { "LightMode" = "Vertex" }
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AlphaTest GEqual [_Cutoff]
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Lighting On
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Material {
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Diffuse [_Color]
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Ambient [_Color]
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}
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SetTexture [_MainTex] { combine primary * texture DOUBLE, texture }
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}
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}
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Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex"
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Fallback Off
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: c6f0dd43d75562149a9e5af02afc219b
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||||
timeCreated: 1757099056
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||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
name:
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||||
userData:
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||||
@@ -0,0 +1,33 @@
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Shader "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_HalfOverCutoff ("0.5 / Alpha cutoff", Range(0,1)) = 1
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_BaseLight ("Base Light", Range(0,1)) = 0.35
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_AO ("Amb. Occlusion", Range(0,10)) = 2.4
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_Occlusion ("Dir Occlusion", Range(0,20)) = 7.5
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_Scale ("Scale", Vector) = (1,1,1,1)
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_SquashAmount ("Squash", Float) = 1
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||||
}
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||||
//DummyShaderTextExporter
|
||||
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||||
SubShader{
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||||
Tags { "RenderType" = "Opaque" }
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||||
LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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||||
{
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float2 uv_MainTex;
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};
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||||
void surf(Input IN, inout SurfaceOutputStandard o)
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||||
{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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||||
}
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||||
ENDCG
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||||
}
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||||
}
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||||
@@ -0,0 +1,7 @@
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||||
fileFormatVersion: 2
|
||||
guid: e31459ab1050a3c458e1735cd4a6f7a6
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||||
timeCreated: 1757099056
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
name:
|
||||
userData:
|
||||
Reference in New Issue
Block a user