Add shaders
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effects/Mobile/SlimeCutOut" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB) Emission Tex (A)", 2D) = "white" {}
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_CutOut ("CutOut (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_BumpAmt ("Distortion", Float) = 10
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Offset -1,-1
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Cull Off
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Fog { Mode Off}
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SubShader {
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Pass {
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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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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _CutOut;
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samplerCUBE _Cube;
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float _BumpAmt;
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sampler2D _GrabTextureMobile;
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float4 _GrabTextureMobile_TexelSize;
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float4 _Color;
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float4 _ReflectColor;
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float _FPOW;
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float _R0;
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struct appdata_t {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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half4 vertex : POSITION;
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half2 uv_MainTex: TEXCOORD0;
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half2 uv_BumpMap : TEXCOORD1;
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half2 uv_CutOut : TEXCOORD2;
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half4 proj : TEXCOORD3;
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half3 normalDir : TEXCOORD4;
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half3 tangentSpaceLightDir : TEXCOORD5;
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fixed4 color : COLOR;
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};
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float4 _MainTex_ST;
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float4 _BumpMap_ST;
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float4 _CutOut_ST;
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v2f vert (appdata_full v)
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{
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v2f o;
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o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
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o.uv_CutOut = TRANSFORM_TEX(v.texcoord, _CutOut);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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half scale = -1.0;
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#else
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half scale = 1.0;
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#endif
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o.proj.xy = (half2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.proj.zw = o.vertex.zw;
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o.color = v.color;
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float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w;
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float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal );
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o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex)));
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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half4 tex = tex2D(_MainTex, i.uv_MainTex);
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half4 c = tex * _Color;
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half4 cut = tex2D(_CutOut, i.uv_CutOut);
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half3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
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float3 reflectedDir = reflect(i.tangentSpaceLightDir, i.normalDir)*normal;
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half4 reflcol = texCUBE (_Cube, reflectedDir);
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reflcol *= tex.a;
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half2 offset = normal.rg * _BumpAmt * _GrabTextureMobile_TexelSize.xy * i.color.a;
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i.proj.xy = offset * i.proj.z + i.proj.xy;
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half4 col = tex2Dproj(_GrabTextureMobile, UNITY_PROJ_COORD(i.proj));
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fixed gray = col.r * 0.3 + col.g * 0.59 + col.b * 0.11;
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half3 emission = col.rgb*_Color.rgb + reflcol.rgb * _ReflectColor.rgb * _ReflectColor.a * gray * i.color.a;
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return fixed4(emission, cut.a * _Color.a * i.color.r);
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}
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ENDCG
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}
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}
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}
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}
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