add games

This commit is contained in:
2022-11-10 21:56:29 -03:00
commit 35300554e2
2182 changed files with 325017 additions and 0 deletions

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Shader "ProBuilder/Diffuse Texture Blend"
{
Properties
{
_FirstTex ("Texture", 2D) = "white" {}
_SecondTex ("Texture", 2D) = "white" {}
_ThirdTex ("Texture", 2D) = "white" {}
_FourthTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert
sampler2D _FirstTex;
sampler2D _SecondTex;
sampler2D _ThirdTex;
sampler2D _FourthTex;
struct Input
{
float4 color : COLOR;
float2 uv_FirstTex;
float2 uv_SecondTex;
float2 uv_ThirdTex;
float2 uv_FourthTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c0 = tex2D(_FirstTex, IN.uv_FirstTex);
fixed4 c1 = tex2D(_SecondTex, IN.uv_SecondTex);
fixed4 c2 = tex2D(_ThirdTex, IN.uv_ThirdTex);
fixed4 c3 = tex2D(_FourthTex, IN.uv_FourthTex);
fixed4 blend = normalize(IN.color);
fixed4 rgba = c0 * blend.r;
rgba = lerp(rgba, c1, blend.g);
rgba = lerp(rgba, c2, blend.b);
rgba = lerp(rgba, c3, blend.a);
o.Albedo = rgba.rgb;
}
ENDCG
}
Fallback "Diffuse"
}

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timeCreated: 1508535911
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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Shader "ProBuilder/Diffuse Vertex Color" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
}
ENDCG
}
Fallback "Diffuse"
}

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Shader "Hidden/ProBuilder/FaceHighlight"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
/// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= .99;
o.pos = mul(UNITY_MATRIX_P, o.pos);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}

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timeCreated: 1508535912
licenseType: Store
ShaderImporter:
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userData:
assetBundleName:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ProBuilder/FacePicker"
{
Properties {}
SubShader
{
Tags { "ProBuilderPicker"="Base" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend Off
Pass
{
Name "Base"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}

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licenseType: Store
ShaderImporter:
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userData:
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Shader "Hidden/ProBuilder/HideVertices"
{
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest On
ZWrite On
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = fixed4(0,0,0,0);
return o;
}
half4 frag (v2f i) : COLOR
{
return fixed4(0,0,0,0);
}
ENDCG
}
}
}

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fileFormatVersion: 2
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licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/ProBuilder/NormalPreview"
{
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Scale;
struct appdata
{
float4 vertex : POSITION;
// secretely this is the normal
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
float4 world = mul(unity_ObjectToWorld, v.vertex);
float3 nrm = UnityObjectToWorldNormal(v.tangent.xyz);
float4 extruded = world + float4((nrm * v.tangent.w * _Scale), 0);
o.pos = mul(UNITY_MATRIX_VP, extruded);
o.color = float4(abs(v.tangent.xyz), 1);
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/Reference Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Offset 1,1
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord0.xy;
return o;
}
half4 frag (v2f i) : COLOR
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}

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timeCreated: 1508535910
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assetBundleName:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.32
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.32;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:6,wrdp:True,dith:0,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:False,qofs:0,qpre:1,rntp:5,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33161,y:32544,varname:node_3138,prsc:2|emission-7953-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32343,y:32483,ptovrint:False,ptlb:Highlight,ptin:_Highlight,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07843138,c2:0.3921569,c3:0.7843137,c4:1;n:type:ShaderForge.SFN_TexCoord,id:1076,x:32355,y:32830,varname:node_1076,prsc:2,uv:0;n:type:ShaderForge.SFN_Lerp,id:7953,x:32889,y:32503,varname:node_7953,prsc:2|A-7241-RGB,B-1009-RGB,T-3159-OUT;n:type:ShaderForge.SFN_Color,id:1009,x:32343,y:32656,ptovrint:False,ptlb:Base,ptin:_Base,varname:node_1009,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:6573,x:32673,y:33080,varname:node_6573,prsc:2|A-9717-OUT,B-9741-OUT;n:type:ShaderForge.SFN_Slider,id:9741,x:32275,y:33210,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_9741,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.1,max:1;n:type:ShaderForge.SFN_Frac,id:6472,x:32865,y:33050,varname:node_6472,prsc:2|IN-6573-OUT;n:type:ShaderForge.SFN_Distance,id:7233,x:32904,y:32864,varname:node_7233,prsc:2|A-6472-OUT,B-7546-OUT;n:type:ShaderForge.SFN_Smoothstep,id:3159,x:32856,y:32677,varname:node_3159,prsc:2|A-3575-OUT,B-4893-OUT,V-7233-OUT;n:type:ShaderForge.SFN_Vector1,id:3575,x:32608,y:32677,varname:node_3575,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:4893,x:32608,y:32738,varname:node_4893,prsc:2,v1:0.2;n:type:ShaderForge.SFN_ValueProperty,id:9717,x:32387,y:33067,ptovrint:False,ptlb:EditorTime,ptin:_EditorTime,varname:node_9717,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:6146,x:32486,y:32982,ptovrint:False,ptlb:LineDistance,ptin:_LineDistance,varname:node_6146,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:18;n:type:ShaderForge.SFN_Divide,id:7546,x:32700,y:32889,varname:node_7546,prsc:2|A-1076-U,B-6146-OUT;proporder:7241-1009-9741-9717-6146;pass:END;sub:END;*/
Shader "Hidden/ProBuilder/ScrollHighlight" {
Properties {
_Highlight ("Highlight", Color) = (0.07843138,0.3921569,0.7843137,1)
_Base ("Base", Color) = (0.5,0.5,0.5,1)
_Speed ("Speed", Range(0, 1)) = 0.5
_EditorTime ("EditorTime", Float ) = 0
_LineDistance ("LineDistance", Float ) = 18
}
SubShader {
Tags {
"RenderType"="Overlay"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
uniform float4 _Highlight;
uniform float4 _Base;
uniform float _Speed;
uniform float _EditorTime;
uniform float _LineDistance;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float3 emissive = lerp(_Highlight.rgb,_Base.rgb,smoothstep( 0.0, 0.2, distance(frac((_EditorTime*_Speed)),(i.uv0.r/_LineDistance)) ));
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
}

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Shader "Hidden/ProBuilder/SelectionPicker"
{
Properties {}
SubShader
{
Tags { "ProBuilderPicker"="VertexPass" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
UsePass "Hidden/ProBuilder/VertexPicker/VERTICES"
}
SubShader
{
Tags { "ProBuilderPicker"="Base" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend Off
UsePass "Hidden/ProBuilder/FacePicker/BASE"
}
}

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Shader "Hidden/ProBuilder/SmoothingPreview"
{
Properties {
_Opacity ("Opacity", Float) = .5
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Opacity;
float _Dither;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
/// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= .98;
o.pos = mul(UNITY_MATRIX_P, o.pos);
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
i.pos.xy = floor(i.pos.xy * 1) * .5;
float checker = -frac(i.pos.x + i.pos.y);
clip(lerp(1, checker, _Dither));
half4 c = half4(i.color.rgb, i.color.a * _Opacity);
return c;
}
ENDCG
}
}
}

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/**
* This shader was created with Shaderforge but contains multiple manual edits.
* If you modify this shader make sure to go through and pack uv1 and uv2 channels
* into a single float4 to save on registers (on penalty of compile error)
*/
// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
// Uncomment (just the //) this line to edit with ShaderForge
// /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB,C-3150-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_VertexColor,id:3150,x:31921,y:32967,varname:node_3150,prsc:2;proporder:5964-6665-7736-358-1813;pass:END;sub:END;*/
Shader "ProBuilder/Standard Vertex Color" {
Properties {
_MainTex ("Base Color", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Color ("Color", Color) = (1,1,1,1)
_Metallic ("Metallic", Range(0, 1)) = 0
_Gloss ("Gloss", Range(0, 1)) = 0.8
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float _Metallic;
uniform float _Gloss;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = float4(v.texcoord1, v.texcoord2);
o.vertexColor = v.vertexColor;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = 1.0 - _Gloss; // Convert roughness to gloss
float perceptualRoughness = _Gloss;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _Metallic;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
half surfaceReduction;
#ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
#else
surfaceReduction = 1.0/(roughness*roughness + 1.0);
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
indirectSpecular *= surfaceReduction;
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float _Metallic;
uniform float _Gloss;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = float4(v.texcoord1, v.texcoord2);
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = 1.0 - _Gloss; // Convert roughness to gloss
float perceptualRoughness = _Gloss;
float roughness = perceptualRoughness * perceptualRoughness;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float LdotH = saturate(dot(lightDirection, halfDirection));
float3 specularColor = _Metallic;
float specularMonochrome;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = abs(dot( normalDirection, viewDirection ));
float NdotH = saturate(dot( normalDirection, halfDirection ));
float VdotH = saturate(dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
float normTerm = GGXTerm(NdotH, roughness);
float specularPBL = (visTerm*normTerm) * UNITY_PI;
#ifdef UNITY_COLORSPACE_GAMMA
specularPBL = sqrt(max(1e-4h, specularPBL));
#endif
specularPBL = max(0, specularPBL * NdotL);
#if defined(_SPECULARHIGHLIGHTS_OFF)
specularPBL = 0.0;
#endif
specularPBL *= any(specularColor) ? 1.0 : 0.0;
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Metallic;
uniform float _Gloss;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD3;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = float4(v.texcoord1, v.texcoord2);
o.vertexColor = v.vertexColor;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
o.Emission = 0;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb);
float specularMonochrome;
float3 specColor;
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
float roughness = _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Standard"
}

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timeCreated: 1508535911
licenseType: Store
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userData:
assetBundleName:
assetBundleVariant:

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ProBuilder/pb_TransparentOverlay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord0.xy;
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return tex2D(_MainTex, i.uv) * i.color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: bc7ec57068c16b3448b8c7a9206eaf1d
timeCreated: 1508535911
licenseType: Store
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assetBundleName:
assetBundleVariant:

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/Unlit Solid Color"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}

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guid: b7eb90c4fea16d34ab4d7caa19b870a3
timeCreated: 1508535911
licenseType: Store
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assetBundleName:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/UnlitVertexColor"
{
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}

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guid: 84f04ba86cd824249bb1c2029be83101
timeCreated: 1508535911
licenseType: Store
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defaultTextures: []
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assetBundleName:
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Shader "Hidden/ProBuilder/VertexPicker"
{
Properties {}
SubShader
{
Tags
{
"ProBuilderPicker"="VertexPass"
"RenderType"="Transparent"
"IgnoreProjector"="True"
"DisableBatching"="True"
}
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
Offset -1, -1
Pass
{
Name "Vertices"
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= .95;
o.pos = mul(UNITY_MATRIX_P, o.pos);
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = o.pos;
clip.xy /= clip.w;
clip.xy = clip.xy * .5 + .5;
clip.xy *= _ScreenParams.xy;
clip.xy += v.texcoord1.xy * 3.5;
clip.z -= .0001 * (1 - UNITY_MATRIX_P[3][3]);
clip.xy /= _ScreenParams.xy;
clip.xy = (clip.xy - .5) / .5;
clip.xy *= clip.w;
o.pos = clip;
o.uv = v.texcoord.xy;
o.color = v.color;
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: c59eb027aca1897448cd55f6fcb6e88f
timeCreated: 1508535911
licenseType: Store
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defaultTextures: []
userData:
assetBundleName:
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Shader "Hidden/ProBuilder/pb_VertexShader"
{
Properties
{
_Scale("Scale", Range(1,7)) = 3.3
}
SubShader
{
Tags
{
"IgnoreProjector"="True"
"RenderType"="Transparent"
"DisableBatching"="True"
}
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
Offset -1,-1
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Scale;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (appdata v)
{
float ortho = (1 - UNITY_MATRIX_P[3][3]);
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= lerp(.99, .95, ortho);
o.pos = mul(UNITY_MATRIX_P, o.pos);
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = o.pos;
clip.xy /= clip.w;
clip.xy = clip.xy * .5 + .5;
clip.xy *= _ScreenParams.xy;
clip.xy += v.texcoord1.xy * _Scale;
clip.z -= (.0001 + v.normal.x) * ortho;
clip.xy /= _ScreenParams.xy;
clip.xy = (clip.xy - .5) / .5;
clip.xy *= clip.w;
o.pos = clip;
o.uv = v.texcoord.xy;
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}

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assetBundleVariant: