Add shaders
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "GlobalSnow/Excluded Terrain/Diffuse-BaseGen" {
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Properties
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{
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[HideInInspector] _Control("AlphaMap", 2D) = "" {}
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[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
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[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
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[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
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[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
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[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
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}
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SubShader
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{
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Tags
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{
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"Name" = "_MainTex"
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"Format" = "ARGB32"
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"Size" = "1"
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}
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Stencil {
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Ref 8
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WriteMask 8
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Comp Always
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Pass replace
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Blend One [_DstBlend]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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sampler2D _Control;
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sampler2D _Splat0;
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sampler2D _Splat1;
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sampler2D _Splat2;
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sampler2D _Splat3;
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float4 _Control_TexelSize;
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float4 _Splat0_ST;
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float4 _Splat1_ST;
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float4 _Splat2_ST;
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float4 _Splat3_ST;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float2 texcoord3 : TEXCOORD3;
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float2 texcoord4 : TEXCOORD4;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// adjust splatUVs so the edges of the terrain tile lie on pixel centers
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float2 controlUV = (v.texcoord * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
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o.texcoord0 = controlUV;
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o.texcoord1 = TRANSFORM_TEX(v.texcoord, _Splat0);
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o.texcoord2 = TRANSFORM_TEX(v.texcoord, _Splat1);
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o.texcoord3 = TRANSFORM_TEX(v.texcoord, _Splat2);
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o.texcoord4 = TRANSFORM_TEX(v.texcoord, _Splat3);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float4 alpha = tex2D(_Control, i.texcoord0);
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float4 splat0 = tex2D(_Splat0, i.texcoord1);
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float4 splat1 = tex2D(_Splat1, i.texcoord2);
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float4 splat2 = tex2D(_Splat2, i.texcoord3);
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float4 splat3 = tex2D(_Splat3, i.texcoord4);
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return alpha.x * splat0 + alpha.y * splat1 + alpha.z * splat2 + alpha.w * splat3;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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