Add shaders
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uniform sampler2D _MainTex;
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uniform float4 _GS_SnowData1; // x = relief, y = occlusion, z = glitter, w = brightness
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uniform float4 _GS_SnowData2; // x = minimum altitude, y = altitude scattering, z = coverage extension
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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float3 worldNormal;
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};
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// get snow coverage on simple forms
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void SetBasicCoverage(Input IN, inout SurfaceOutput o) {
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// prevent snow on sides and below minimum altitude
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float3 wsNormal = IN.worldNormal;
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float ny = wsNormal.y - 0.2;
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float flatSurface = saturate(ny * 10.0);
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float minAltitude = saturate( IN.worldPos.y - _GS_SnowData2.x);
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float snowCover = minAltitude * flatSurface;
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// pass color data to output shader
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o.Albedo = 1.0; // _GS_SnowData1.www;
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o.Alpha *= snowCover;
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}
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