Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TripleBrick/showcase_bg" {
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Properties {
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_SkyColor ("Sky Color", Color) = (0.02553246,0.03709318,0.1827586,1)
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_HorizonColor ("Horizon Color", Color) = (0.06617647,0.5468207,1,1)
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Background"
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"RenderType"="Opaque"
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"PreviewType"="Skybox"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float4 _SkyColor;
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uniform float4 _HorizonColor;
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struct VertexInput {
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float4 vertex : POSITION;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 posWorld : TEXCOORD0;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex );
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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////// Lighting:
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////// Emissive:
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float3 node_2737 = lerp(_SkyColor.rgb,_HorizonColor.rgb,pow((1.0 - max(0,dot(viewDirection,float3(0,1,0)))),0.1)); // Sky
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float3 emissive = node_2737;
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float3 finalColor = emissive;
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return fixed4(finalColor,1);
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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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