Add shaders
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float4 _MainTex_ST;
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sampler2D _SnowedScene;
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sampler2D _SnowedScene2;
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sampler2D _DistantSnow;
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sampler2D _FrostTex;
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sampler2D _FrostNormals;
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float3 _FrostIntensity;
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fixed4 _FrostTintColor;
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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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float3 uv2: TEXCOORD1;
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};
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v2f vert( appdata_base v ) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
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o.uv2 = float3(v.texcoord.xy, 1);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0) {
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o.uv2 = float3(v.texcoord.x, 1.0 - v.texcoord.y, -1);
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}
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#endif
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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float4 uv = float4(i.uv, 0, 0);
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float2 uv2 = i.uv2.xy;
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float2 da = i.uv - UnityStereoScreenSpaceUVAdjust(0.5.xx, _MainTex_ST);
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float dd = dot(da, da) * 2.0;
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dd = saturate(pow(dd, _FrostIntensity.y)) * _FrostIntensity.x;
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fixed4 frost = fixed4(0,0,0,0);
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if (_FrostIntensity.x>0) {
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frost = tex2Dlod(_FrostTex, uv);
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#if UNITY_COLORSPACE_GAMMA
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frost.rgb = GammaToLinearSpace(frost.rgb);
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#endif
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fixed4 norm = tex2Dlod(_FrostNormals, uv);
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norm.rgb = UnpackNormal(norm);
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float2 disp = norm.xy * _FrostIntensity.z * dd;
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uv.xy += disp;
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uv2 += float2(disp.x, disp.y * i.uv2.z);
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}
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fixed4 pixel = tex2D(_MainTex, uv.xy);
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#if !NO_SNOW
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#if JUST_DISTANT_SNOW
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fixed4 snow = tex2D(_DistantSnow, uv.xy);
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#else
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#if FORCE_STEREO_RENDERING
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fixed4 snow;
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if (unity_StereoEyeIndex == 1) {
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snow = tex2D(_SnowedScene2, uv2.xy);
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} else {
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snow = tex2D(_SnowedScene, uv2.xy);
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}
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#else
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fixed4 snow = tex2D(_SnowedScene, uv2.xy);
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#endif
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#ifdef DISTANT_SNOW
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fixed4 distantSnow = tex2D(_DistantSnow, uv.xy);
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snow.rgb = lerp(snow.rgb, distantSnow.rgb, distantSnow.a);
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snow.a = max(snow.a, distantSnow.a);
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#endif
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#endif
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pixel.rgb = lerp(pixel.rgb, snow.rgb, snow.a);
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#endif
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#if !NO_FROST
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frost.rgb *= dd;
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pixel.rgb = frost.rgb * _FrostTintColor.rgb + pixel.rgb * (1.0 - frost.g);
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#endif
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return pixel;
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}
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fixed4 fragDebug(v2f i) : SV_Target {
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#if JUST_DISTANT_SNOW
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fixed4 snow = tex2D(_DistantSnow, i.uv2.xy);
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#else
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#if FORCE_STEREO_RENDERING
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fixed4 snow;
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if (unity_StereoEyeIndex == 1) {
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snow = tex2D(_SnowedScene2, i.uv2.xy);
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} else {
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snow = tex2D(_SnowedScene, i.uv2.xy);
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}
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#else
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fixed4 snow = tex2D(_SnowedScene, i.uv2.xy);
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#endif
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#ifdef DISTANT_SNOW
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fixed4 distantSnow = tex2D(_DistantSnow, i.uv2.xy);
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snow.rgb = lerp(snow.rgb, distantSnow.rgb, distantSnow.a);
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snow.a = max(snow.a, distantSnow.a);
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#endif
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#endif
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return snow * snow.a;
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}
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