Added unity standard assets
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityStandardAssets.CrossPlatformInput.Inspector
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{
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[InitializeOnLoad]
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public class CrossPlatformInitialize
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{
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// Custom compiler defines:
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//
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// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
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// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
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// MOBILE_INPUT : denotes that mobile input should be used right now!
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static CrossPlatformInitialize()
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{
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var defines = GetDefinesList(buildTargetGroups[0]);
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if (!defines.Contains("CROSS_PLATFORM_INPUT"))
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{
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SetEnabled("CROSS_PLATFORM_INPUT", true, false);
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SetEnabled("MOBILE_INPUT", true, true);
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}
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}
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[MenuItem("Mobile Input/Enable")]
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private static void Enable()
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{
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SetEnabled("MOBILE_INPUT", true, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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case BuildTarget.WSAPlayer:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
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"OK");
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break;
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default:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Enable", true)]
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private static bool EnableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return !defines.Contains("MOBILE_INPUT");
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}
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[MenuItem("Mobile Input/Disable")]
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private static void Disable()
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{
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SetEnabled("MOBILE_INPUT", false, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Disable", true)]
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private static bool DisableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return defines.Contains("MOBILE_INPUT");
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}
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private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Standalone,
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS
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};
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private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS,
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BuildTargetGroup.WSA
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};
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private static void SetEnabled(string defineName, bool enable, bool mobile)
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{
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//Debug.Log("setting "+defineName+" to "+enable);
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foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
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{
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var defines = GetDefinesList(group);
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if (enable)
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{
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if (defines.Contains(defineName))
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{
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return;
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}
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defines.Add(defineName);
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}
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else
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{
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if (!defines.Contains(defineName))
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{
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return;
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}
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while (defines.Contains(defineName))
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{
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defines.Remove(defineName);
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}
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}
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string definesString = string.Join(";", defines.ToArray());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
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}
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}
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private static List<string> GetDefinesList(BuildTargetGroup group)
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{
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return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
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}
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}
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}
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fileFormatVersion: 2
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guid: db7667203062c644ea1877077e30ebd6
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 3
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: GlassRefractive
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m_Shader: {fileID: 4800000, guid: 963484209d11fd7f110076aa44295342, type: 3}
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m_ShaderKeywords: []
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m_CustomRenderQueue: -1
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m_SavedProperties:
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serializedVersion: 2
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m_TexEnvs:
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data:
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first:
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name: _MainTex
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m_Texture: {fileID: 2800000, guid: 19555d7d9d114c7f1100f5ab44295342, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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data:
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first:
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name: _BumpMap
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second:
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m_Texture: {fileID: 2800000, guid: 4b8d081e9d114c7f1100f5ab44295342, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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data:
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first:
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name: _Shininess
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second: 1
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data:
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first:
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name: _BumpAmt
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second: 128
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m_Colors:
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data:
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first:
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name: _Color
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second: {r: .423392087, g: .423392087, b: .423392087, a: 0}
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data:
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first:
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name: _SpecColor
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second: {r: .981927693, g: .963855445, b: 1, a: 1}
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--- !u!1002 &2100001
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EditorExtensionImpl:
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// Per pixel bumped refraction.
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// Uses a normal map to distort the image behind, and
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// an additional texture to tint the color.
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Shader "FX/Glass/Stained BumpDistort" {
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Properties {
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_BumpAmt ("Distortion", range (0,128)) = 10
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_MainTex ("Tint Color (RGB)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "RenderType"="Opaque" }
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SubShader {
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// This pass grabs the screen behind the object into a texture.
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// We can access the result in the next pass as _GrabTexture
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GrabPass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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// Main pass: Take the texture grabbed above and use the bumpmap to perturb it
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// on to the screen
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Pass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvbump : TEXCOORD1;
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float2 uvmain : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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float _BumpAmt;
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float4 _BumpMap_ST;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uvgrab = ComputeGrabScreenPos(o.vertex);
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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sampler2D _BumpMap;
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sampler2D _MainTex;
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half4 frag (v2f i) : SV_Target
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{
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#if UNITY_SINGLE_PASS_STEREO
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i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
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#endif
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// calculate perturbed coordinates
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
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i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
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#else
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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#endif
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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half4 tint = tex2D(_MainTex, i.uvmain);
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col *= tint;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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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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// Fallback for older cards and Unity non-Pro
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SubShader {
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Blend DstColor Zero
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Pass {
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Name "BASE"
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SetTexture [_MainTex] { combine texture }
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}
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}
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}
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}
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mipmaps:
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mipMapMode: 0
|
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enableMipMap: 1
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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||||
mipMapFadeDistanceStart: 2
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mipMapFadeDistanceEnd: 3
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bumpmap:
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||||
convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: .25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 8
|
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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linearTexture: 1
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correctGamma: 0
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fadeOut: 0
|
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borderMipMap: 0
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mipMapFadeDistanceStart: 2
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||||
mipMapFadeDistanceEnd: 3
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||||
bumpmap:
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||||
convertToNormalMap: 1
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||||
externalNormalMap: 1
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heightScale: .117766477
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 8
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 512
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textureSettings:
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filterMode: 2
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aniso: 1
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mipBias: 0
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wrapMode: 0
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nPOTScale: 1
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: 1
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buildTargetSettings: []
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spriteSheet:
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||||
sprites: []
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spritePackingTag:
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userData:
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assetBundleName:
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fileFormatVersion: 2
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folderAsset: yes
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DefaultImporter:
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userData:
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The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913
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We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing
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@ -0,0 +1,8 @@
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timeCreated: 1487856508
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||||
licenseType: Store
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||||
TextScriptImporter:
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m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Material: {fileID: 0}
|
||||
m_FontSize: 20
|
||||
m_FontStyle: 3
|
||||
m_Color:
|
||||
serializedVersion: 2
|
||||
rgba: 4294967295
|
||||
m_PixelCorrect: 1
|
||||
m_RichText: 1
|
|
@ -0,0 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 31f6763de0920574092c8a69a66c717e
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -0,0 +1,6 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4624d7d4686ce7a498e4c4092550416f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -0,0 +1,68 @@
|
|||
Shader "Tessellation/Bumped Specular (displacement)" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
|
||||
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
|
||||
_Parallax ("Height", Range (0.0, 1.0)) = 0.5
|
||||
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
|
||||
|
||||
_EdgeLength ("Edge length", Range(3,50)) = 10
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 800
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
|
||||
#include "Tessellation.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
|
||||
float _EdgeLength;
|
||||
float _Parallax;
|
||||
|
||||
float4 tessEdge (appdata v0, appdata v1, appdata v2)
|
||||
{
|
||||
return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
|
||||
}
|
||||
|
||||
sampler2D _ParallaxMap;
|
||||
|
||||
void disp (inout appdata v)
|
||||
{
|
||||
float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy,0,0)).a * _Parallax;
|
||||
v.vertex.xyz += v.normal * d;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
fixed4 _Color;
|
||||
half _Shininess;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
|
||||
o.Albedo = tex.rgb * _Color.rgb;
|
||||
o.Gloss = tex.a;
|
||||
o.Alpha = tex.a * _Color.a;
|
||||
o.Specular = _Shininess;
|
||||
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Bumped Specular"
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0a4b0bce1e250a14bb534d70bce205fa
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -0,0 +1,64 @@
|
|||
Shader "Tessellation/Bumped Specular (smooth)" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
|
||||
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
|
||||
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
|
||||
_EdgeLength ("Edge length", Range(3,50)) = 10
|
||||
_Smoothness ("Smoothness", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 700
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness
|
||||
#include "Tessellation.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
|
||||
float _EdgeLength;
|
||||
float _Smoothness;
|
||||
|
||||
float4 tessEdge (appdata v0, appdata v1, appdata v2)
|
||||
{
|
||||
return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0);
|
||||
}
|
||||
|
||||
void disp (inout appdata v)
|
||||
{
|
||||
// do nothing
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
fixed4 _Color;
|
||||
half _Shininess;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
|
||||
o.Albedo = tex.rgb * _Color.rgb;
|
||||
o.Gloss = tex.a;
|
||||
o.Alpha = tex.a * _Color.a;
|
||||
o.Specular = _Shininess;
|
||||
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Bumped Specular"
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3954501323f24464f9e4418c78d8e8ce
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -0,0 +1,6 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 08cf2fc601fa9a2408b6a1efae3f2a01
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue