Add shaders
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "GlobalSnow/Excluded Terrain/Diffuse-AddPass" {
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CGINCLUDE
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#pragma surface surf Lambert decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer fullforwardshadows nometa
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
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#pragma multi_compile_fog
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#define TERRAIN_SPLAT_ADDPASS
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#include "TerrainSplatmapCommon.cginc"
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void surf(Input IN, inout SurfaceOutput o)
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{
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half4 splat_control;
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half weight;
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fixed4 mixedDiffuse;
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SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
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o.Albedo = mixedDiffuse.rgb;
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o.Alpha = weight;
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}
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ENDCG
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Category {
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Tags {
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"Queue" = "Geometry-99"
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"IgnoreProjector"="True"
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"RenderType" = "Opaque"
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}
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// TODO: Seems like "#pragma target 3.0 _NORMALMAP" can't fallback correctly on less capable devices?
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// Use two sub-shaders to simulate different features for different targets and still fallback correctly.
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SubShader { // for sm3.0+ targets
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Stencil {
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Ref 8
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WriteMask 8
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Comp Always
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Pass replace
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma multi_compile __ _NORMALMAP
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ENDCG
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}
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SubShader { // for sm2.0 targets
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Stencil {
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Ref 8
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WriteMask 8
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Comp Always
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Pass replace
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}
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CGPROGRAM
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ENDCG
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}
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}
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Fallback off
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}
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