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: Joen Joensen (@UnLogick)
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// ============================================================
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Shader "UMA/AtlasShaderNormal" {
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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 SrcAlpha OneMinusSrcAlpha
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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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half4 frag(v2f i) : COLOR
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{
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half4 n = tex2D(_MainTex, i.uv);
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half4 extra = tex2D(_ExtraTex, i.uv);
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#if !defined(UNITY_NO_DXT5nm)
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//swizzle the alpha and red channel, we will swizzle back in the post process SwizzleShader
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n.r = n.a;
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#endif
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n.a = min(extra.a, _Color.a);
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return n;
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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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