Add shaders
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Shader "GlobalSnow/Compose" {
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Properties {
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_MainTex ("Main RGBA", 2D) = "white" {}
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_SnowedScene ("Snow RGBA", 2D) = "black" {}
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_SnowedScene2("Snow2 RGBA", 2D) = "black" {}
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_DistantSnow ("Distant Snow RGBA", 2D) = "black" {}
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_FrostTex ("Frost RGBA", 2D) = "white" {}
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_FrostNormals ("Frost Normals RGBA", 2D) = "bump" {}
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_FrostIntensity ("Frost Data", Vector) = (1,5,0)
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode Off }
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#pragma multi_compile __ FORCE_STEREO_RENDERING
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#pragma multi_compile __ DISTANT_SNOW JUST_DISTANT_SNOW
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#pragma multi_compile __ NO_FROST
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#pragma multi_compile __ NO_SNOW
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "Compose.cginc"
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragDebug
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#pragma multi_compile __ FORCE_STEREO_RENDERING
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#pragma multi_compile __ DISTANT_SNOW JUST_DISTANT_SNOW
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "Compose.cginc"
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ENDCG
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}
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}
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}
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