Add shaders
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Shader "Ian's Fire Pack/Self-Illumin-Overlay" {
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Properties {
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_Color ("Illum Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB) Alum(A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Mask ("Overlay Mask (A)", 2D) = "white" {}
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_Overlay ("Overlay (RGB)", 2D) = "white" {}
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_OverlayColor ("Overlay Color", Color) = (1,1,1,1)
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_ScrollSpeed ("ScrollSpeed (Overlay)", Float) = 1.0
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_OverlayScale ("Overlay Scale", Range(0.0, 5.0)) = 1.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert
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fixed4 _Color;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Mask;
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sampler2D _Overlay;
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fixed4 _OverlayColor;
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fixed _ScrollSpeed;
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fixed _OverlayScale;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Overlay;
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float2 uv_BumpMap;
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INTERNAL_DATA
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float3 worldNormal;
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float3 worldPos;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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fixed mask = tex2D(_Mask, IN.uv_MainTex).a;
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fixed4 c = tex;
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float3 worldNormalVector = WorldNormalVector (IN, float3( 0, 0, 1 ));
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fixed3 overlayX= tex2D(_Overlay, IN.worldPos.zy*_OverlayScale + float2(0, -_Time.x*_ScrollSpeed)).rgb*_OverlayColor * pow(abs(worldNormalVector.x), 2);
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fixed3 overlayZ= tex2D(_Overlay, IN.worldPos.xy*_OverlayScale + float2(0, -_Time.x*_ScrollSpeed)).rgb*_OverlayColor * pow(abs(worldNormalVector.z), 2);
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o.Albedo = c.rgb;
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o.Emission = c.rgb * c.a * 3 * _Color + (overlayX + overlayZ)*mask*2;;
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o.Alpha = c.a;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Self-Illumin/VertexLit"
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CustomEditor "LegacyIlluminShaderGUI"
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}
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