Add shaders
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Shader "Enviro/Standard/EnviroFogRenderingDisabled"
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{
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Properties
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{
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_EnviroVolumeLightingTex("Volume Lighting Tex", Any) = ""{}
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_MainTex("Source", Any) = "black"{}
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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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 3.0
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#pragma multi_compile ENVIROVOLUMELIGHT
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#pragma exclude_renderers gles
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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uniform sampler2D _EnviroVolumeLightingTex;
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uniform float4 _MainTex_TexelSize;
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uniform float4 _EnviroParams;
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uniform float _EnviroVolumeDensity;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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float3 sky : TEXCOORD1;
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float2 uv : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
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o.pos = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
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o.uv.xy = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y > 0)
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o.uv.y = 1 - o.uv.y;
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#endif
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return o;
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}
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half3 tonemapACES(half3 color, float Exposure)
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{
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color *= Exposure;
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// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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const half a = 2.51;
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const half b = 0.03;
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const half c = 2.43;
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const half d = 0.59;
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const half e = 0.14;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
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#if defined (ENVIROVOLUMELIGHT)
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float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(i.uv));
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volumeLighting *= _EnviroParams.x;
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if (_EnviroParams.w == 1)
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{
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volumeLighting.rgb = tonemapACES(volumeLighting.rgb, 1.0);
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}
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return lerp(source, source + volumeLighting, _EnviroVolumeDensity);
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#else
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return source;
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#endif
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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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