initial upload
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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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