Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Umut Ozkan
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// ============================================================
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Shader "UMA/AtlasDetailShaderNormal" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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_MainTex ("Normalmap", 2D) = "bump" {}
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_ExtraTex ("mask", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags{ "LightMode" = "Vertex" }
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Fog{ Mode Off }
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Blend One One
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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float4 _Color;
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float4 _AdditiveColor;
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sampler2D _MainTex;
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sampler2D _ExtraTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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half2 UNPACK_WITH_WEIGHT_INTERNAL(half4 packednormal, half bumpScale)
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{
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#if defined(UNITY_NO_DXT5nm)
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half2 normal = half2(packednormal.xy * 2 - 1);
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normal.xy *= bumpScale;
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return normal;
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#else
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half2 result = half2(packednormal.wy * 2 - 1);
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result.xy *= bumpScale;
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return result;
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#endif
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}
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// This atlas shader has Blend mode add
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// It adds adds unpacked values of normal textures. The post process normalize and packs them
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half4 frag(v2f i) : COLOR
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{
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half4 current = tex2D(_MainTex, i.uv);
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half4 extra = tex2D(_ExtraTex, i.uv);
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half2 n = UNPACK_WITH_WEIGHT_INTERNAL(current, min(extra.a, _Color.a));
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// We only need 2 values to calculate normal. Post process will calculate the 3rd vector component
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return half4(n.x, n.y, 0, 0);
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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}
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