Add shaders
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Shader "GlobalSnow/Moving Object Snow/Opaque" {
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Properties {
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_SnowTint ("Snow Tint Color", Color) = (1,1,1,1)
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_SnowCoverage ("Coverage", Range(0,10)) = 1
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_SnowScale ("Snow Scale", Float) = 1.0
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_Scatter ("Scatter", Range(0,10)) = 3
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_SlopeThreshold ("Slope Threshold", Range(0,1)) = 0.7
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_SlopeNoise ("Slope Noise", Range(0,5)) = 2.5
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_SlopeSharpness ("Slope Sharpness", Range(0,10)) = 5
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}
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SubShader {
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Tags { "Queue"="Geometry" "RenderType"="Opaque" }
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CGPROGRAM
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#pragma surface surf Standard vertex:vert addshadow
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#pragma target 3.0
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING GLOBALSNOW_RELIEF GLOBALSNOW_OCCLUSION
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// #pragma multi_compile __ GLOBALSNOW_OPAQUE_CUTOUT
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#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
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#define GLOBALSNOW_IS_STANDARD_SHADER 1
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#include "GlobalSnowMovingObject.cginc"
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half _Glossiness;
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half _Metallic;
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void vert (inout appdata_full v, out Input data) {
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UNITY_INITIALIZE_OUTPUT(Input, data);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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data.wpos = float3(v.vertex.x, worldPos.y, v.vertex.z);
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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/* #if GLOBALSNOW_OPAQUE_CUTOUT
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fixed4 textureColor = tex2D(_MainTex, IN.uv_MainTex);
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clip(textureColor.a + textureColor.g - 0.01);
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#endif
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*/
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SetSnowCoverage(IN, o);
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o.Albedo = lerp(tex2D(_MainTex, IN.uv_MainTex).rgb * _Color, o.Albedo, o.Alpha);
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o.Metallic = lerp(_Metallic, o.Metallic, o.Alpha);
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o.Smoothness = lerp(_Glossiness, 0.5, o.Alpha);
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}
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ENDCG
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}
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}
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