Add shaders
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Shader "GlobalSnow/Deferred Overlay" {
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Properties {
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[HideInInspector] _Color ("Color", Color) = (1,1,1,1)
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[HideInInspector] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode Off }
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// Uncomment to support excluding terrain (see documentation for additional steps)
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/* Stencil {
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Ref 8
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ReadMask 8
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Comp notEqual
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Pass keep
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}
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*/
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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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#pragma exclude_renderers nomrt
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ GLOBALSNOW_RELIEF GLOBALSNOW_OCCLUSION
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#pragma multi_compile _ GLOBALSNOW_FOOTPRINTS
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#pragma multi_compile _ GLOBALSNOW_TERRAINMARKS
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#pragma multi_compile _ UNITY_HDR_ON
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#define GLOBALSNOW_ENABLE_SLOPE_CONTROL
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#include "SnowOverlay.cginc"
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ENDCG
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}
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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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#pragma exclude_renderers nomrt
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ GLOBALSNOW_FOOTPRINTS
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#pragma multi_compile _ GLOBALSNOW_TERRAINMARKS
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#pragma multi_compile _ UNITY_HDR_ON
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#define GLOBALSNOW_ENABLE_SLOPE_CONTROL
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#define GLOBALSNOW_FLAT_SHADING 1
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#include "SnowOverlay.cginc"
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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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