Add shaders
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Shader "Sun_Temple/Decal_Puddle" {
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Properties {
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_Color ("Color", Color) = (0.5, 0.5, 0.5, 0)
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_Mask("Mask (R)", 2D) = "black" {}
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_MaskFade("Mask Fade", range(0, 1)) = 0
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_BumpMap("Normal (RGB)", 2D) = "bump"{}
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_Roughness("Roughness", range(0, 1)) = 0
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_ScrollSpeed("ScrollSpeed", range(0, 4)) = 2
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}
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SubShader {
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
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LOD 200
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Cull Back
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Offset -1, -1
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CGPROGRAM
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#pragma surface surf Standard alpha:fade noforwardadd nolightmap
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#pragma target 3.0
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sampler2D _Mask, _BumpMap;
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half4 _Color;
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half _MaskFade, _Roughness, _ScrollSpeed ;
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struct Input {
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half2 uv_MainTex;
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half2 uv_BumpMap;
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};
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half scrollX = _ScrollSpeed * _Time;
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half scrollY = _ScrollSpeed * _Time;
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half2 uv1 = IN.uv_BumpMap + half2(scrollX, scrollY);
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half2 uv2 = IN.uv_BumpMap - half2(scrollX, scrollY);
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half3 albedo = _Color.rgb;
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half3 normal_a = UnpackNormal(tex2D (_BumpMap, uv1));
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half3 normal_b = UnpackNormal(tex2D(_BumpMap, uv2));
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half3 normalCombined = normal_a + normal_b;
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half alpha = tex2D(_Mask, IN.uv_MainTex).r;
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o.Albedo = albedo.rgb;
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o.Metallic = _Color.a;
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o.Normal = normalCombined;
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o.Smoothness = saturate(1 - _Roughness);
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o.Alpha = lerp(alpha, 0, _MaskFade);
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}
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ENDCG
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}
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Fallback "Standard"
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}
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