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64 lines
1.7 KiB
64 lines
1.7 KiB
1 year ago
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Azure[Sky]/BuiltIn/Legacy Shaders/Transparent/Diffuse"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 200
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CGPROGRAM
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// Azure[Sky] Start: Including the file that contains the methods and functions needed to apply the fog.
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#include "Assets/Azure[Sky] Dynamic Skybox/Shaders/Transparent/AzureFogCore.cginc"
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// Azure[Sky] End.
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#pragma surface surf Lambert finalcolor:ApplyFog alpha:fade vertex:vert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input
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{
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float2 uv_MainTex;
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// Azure[Sky] Start: Adding the extra TEXCOORD to store the vertex world position.
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float3 worldPos;
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// Azure[Sky] End.
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};
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// Azure[Sky] Start: In this case it was necessary to create a vertex function to calculate the vertex world position because this surface shader...
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// did not provide this by default.
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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// Calculating the vertex world position and storing in the extra TEXCOORD.
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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}
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// Azure[Sky] End.
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// Azure[Sky] Start: Using Final Color Modifier to apply the fog scattering.
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void ApplyFog(Input IN, SurfaceOutput o, inout fixed4 color)
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{
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color = ApplyAzureFog(color, IN.worldPos);
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}
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// Azure[Sky] End.
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Legacy Shaders/Transparent/VertexLit"
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}
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