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			322 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			322 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								Shader "StandardDoubleSide"
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								{
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									Properties
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									{
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										_Color("Color", Color) = (1,1,1,1)
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										_MainTex("Albedo", 2D) = "white" {}
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										_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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										_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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										[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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										_MetallicGlossMap("Metallic", 2D) = "white" {}
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										_BumpScale("Scale", Float) = 1.0
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										_BumpMap("Normal Map", 2D) = "bump" {}
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										_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
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										_ParallaxMap("Height Map", 2D) = "black" {}
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										_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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										_OcclusionMap("Occlusion", 2D) = "white" {}
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										_EmissionColor("Color", Color) = (0,0,0)
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										_EmissionMap("Emission", 2D) = "white" {}
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										_DetailMask("Detail Mask", 2D) = "white" {}
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										_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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										_DetailNormalMapScale("Scale", Float) = 1.0
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										_DetailNormalMap("Normal Map", 2D) = "bump" {}
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										[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
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											// Blending state
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											[HideInInspector] _Mode("__mode", Float) = 0.0
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											[HideInInspector] _SrcBlend("__src", Float) = 1.0
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											[HideInInspector] _DstBlend("__dst", Float) = 0.0
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											[HideInInspector] _ZWrite("__zw", Float) = 1.0
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									}
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										CGINCLUDE
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								#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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											ENDCG
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											SubShader
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										{
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											Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
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											LOD 300
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											// ------------------------------------------------------------------
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											//  Base forward pass (directional light, emission, lightmaps, ...)
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											Pass
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											{
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												Name "FORWARD"
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												Tags { "LightMode" = "ForwardBase" }
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												Blend[_SrcBlend][_DstBlend]
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												ZWrite[_ZWrite]
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												Cull Off
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												CGPROGRAM
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												#pragma target 3.0
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											// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
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											#pragma exclude_renderers gles
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											// -------------------------------------
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											#pragma shader_feature _NORMALMAP
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											#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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											#pragma shader_feature _EMISSION
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											#pragma shader_feature _METALLICGLOSSMAP
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											#pragma shader_feature ___ _DETAIL_MULX2
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											#pragma shader_feature _PARALLAXMAP
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											#pragma multi_compile_fwdbase
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											#pragma multi_compile_fog
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											#pragma vertex vertForwardBase
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											#pragma fragment fragForwardBase
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											#include "UnityStandardCore.cginc"
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											ENDCG
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										}
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											// ------------------------------------------------------------------
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											//  Additive forward pass (one light per pass)
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											Pass
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											{
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												Name "FORWARD_DELTA"
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												Tags { "LightMode" = "ForwardAdd" }
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												Blend[_SrcBlend] One
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												Fog { Color(0,0,0,0) } // in additive pass fog should be black
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												ZWrite Off
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												ZTest LEqual
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												CGPROGRAM
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												#pragma target 3.0
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											// GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
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											#pragma exclude_renderers gles
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											// -------------------------------------
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											#pragma shader_feature _NORMALMAP
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											#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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											#pragma shader_feature _METALLICGLOSSMAP
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											#pragma shader_feature ___ _DETAIL_MULX2
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											#pragma shader_feature _PARALLAXMAP
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											#pragma multi_compile_fwdadd_fullshadows
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											#pragma multi_compile_fog
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											#pragma vertex vertForwardAdd
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											#pragma fragment fragForwardAdd
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											#include "UnityStandardCore.cginc"
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											ENDCG
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										}
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											// ------------------------------------------------------------------
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											//  Shadow rendering pass
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											Pass {
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												Name "ShadowCaster"
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												Tags { "LightMode" = "ShadowCaster" }
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												ZWrite On ZTest LEqual
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												CGPROGRAM
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												#pragma target 3.0
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											// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
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											#pragma exclude_renderers gles
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											// -------------------------------------
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											#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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											#pragma multi_compile_shadowcaster
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											#pragma vertex vertShadowCaster
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											#pragma fragment fragShadowCaster
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											#include "UnityStandardShadow.cginc"
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											ENDCG
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										}
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											// ------------------------------------------------------------------
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											//  Deferred pass
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											Pass
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											{
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												Name "DEFERRED"
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												Tags { "LightMode" = "Deferred" }
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												Cull Off
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												CGPROGRAM
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												#pragma target 3.0
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											// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
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											#pragma exclude_renderers nomrt gles
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											// -------------------------------------
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											#pragma shader_feature _NORMALMAP
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											#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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											#pragma shader_feature _EMISSION
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											#pragma shader_feature _METALLICGLOSSMAP
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											#pragma shader_feature ___ _DETAIL_MULX2
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											#pragma shader_feature _PARALLAXMAP
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											#pragma multi_compile ___ UNITY_HDR_ON
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											#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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											#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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											#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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											#pragma vertex vertDeferred
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											#pragma fragment fragDeferred
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											#include "UnityStandardCore.cginc"
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											ENDCG
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										}
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											// ------------------------------------------------------------------
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											// Extracts information for lightmapping, GI (emission, albedo, ...)
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											// This pass it not used during regular rendering.
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											Pass
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											{
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												Name "META"
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												Tags { "LightMode" = "Meta" }
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												Cull Off
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												CGPROGRAM
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												#pragma vertex vert_meta
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												#pragma fragment frag_meta
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												#pragma shader_feature _EMISSION
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												#pragma shader_feature _METALLICGLOSSMAP
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												#pragma shader_feature ___ _DETAIL_MULX2
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												#include "UnityStandardMeta.cginc"
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												ENDCG
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											}
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										}
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											SubShader
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										{
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											Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
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											LOD 150
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											// ------------------------------------------------------------------
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											//  Base forward pass (directional light, emission, lightmaps, ...)
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											Pass
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											{
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												Name "FORWARD"
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												Tags { "LightMode" = "ForwardBase" }
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												Blend[_SrcBlend][_DstBlend]
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												ZWrite[_ZWrite]
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												CGPROGRAM
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												#pragma target 2.0
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												#pragma shader_feature _NORMALMAP
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												#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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												#pragma shader_feature _EMISSION
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												#pragma shader_feature _METALLICGLOSSMAP
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												#pragma shader_feature ___ _DETAIL_MULX2
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											// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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											#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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											#pragma multi_compile_fwdbase
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											#pragma multi_compile_fog
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											#pragma vertex vertForwardBase
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											#pragma fragment fragForwardBase
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											#include "UnityStandardCore.cginc"
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											ENDCG
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										}
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											// ------------------------------------------------------------------
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											//  Additive forward pass (one light per pass)
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											Pass
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											{
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												Name "FORWARD_DELTA"
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												Tags { "LightMode" = "ForwardAdd" }
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												Blend[_SrcBlend] One
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												Fog { Color(0,0,0,0) } // in additive pass fog should be black
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												ZWrite Off
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												ZTest LEqual
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												CGPROGRAM
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												#pragma target 2.0
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												#pragma shader_feature _NORMALMAP
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												#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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						||
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												#pragma shader_feature _METALLICGLOSSMAP
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												#pragma shader_feature ___ _DETAIL_MULX2
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											// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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											#pragma skip_variants SHADOWS_SOFT
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											#pragma multi_compile_fwdadd_fullshadows
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											#pragma multi_compile_fog
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							 | 
						||
| 
								 | 
							
											#pragma vertex vertForwardAdd
							 | 
						||
| 
								 | 
							
											#pragma fragment fragForwardAdd
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#include "UnityStandardCore.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											ENDCG
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
											// ------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
											//  Shadow rendering pass
							 | 
						||
| 
								 | 
							
											Pass {
							 | 
						||
| 
								 | 
							
												Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
												Tags { "LightMode" = "ShadowCaster" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												ZWrite On ZTest LEqual
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												CGPROGRAM
							 | 
						||
| 
								 | 
							
												#pragma target 2.0
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
							 | 
						||
| 
								 | 
							
												#pragma skip_variants SHADOWS_SOFT
							 | 
						||
| 
								 | 
							
												#pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#pragma vertex vertShadowCaster
							 | 
						||
| 
								 | 
							
												#pragma fragment fragShadowCaster
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#include "UnityStandardShadow.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												ENDCG
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// ------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
											// Extracts information for lightmapping, GI (emission, albedo, ...)
							 | 
						||
| 
								 | 
							
											// This pass it not used during regular rendering.
							 | 
						||
| 
								 | 
							
											Pass
							 | 
						||
| 
								 | 
							
											{
							 | 
						||
| 
								 | 
							
												Name "META"
							 | 
						||
| 
								 | 
							
												Tags { "LightMode" = "Meta" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												Cull Off
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												CGPROGRAM
							 | 
						||
| 
								 | 
							
												#pragma vertex vert_meta
							 | 
						||
| 
								 | 
							
												#pragma fragment frag_meta
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#pragma shader_feature _EMISSION
							 | 
						||
| 
								 | 
							
												#pragma shader_feature _METALLICGLOSSMAP
							 | 
						||
| 
								 | 
							
												#pragma shader_feature ___ _DETAIL_MULX2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#include "UnityStandardMeta.cginc"
							 | 
						||
| 
								 | 
							
												ENDCG
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											FallBack "VertexLit"
							 | 
						||
| 
								 | 
							
											CustomEditor "StandardShaderGUI"
							 | 
						||
| 
								 | 
							
								}
							 |