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inWeight: 0.33333334
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outWeight: 0.33333334
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time: 1
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value: 0
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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V:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 0
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inSlope: 0
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outSlope: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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time: 1
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value: 0
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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layers: []
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curveTex: {fileID: 0}
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paramTex: {fileID: 0}
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heightGradientTex: {fileID: 0}
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heightHSVTex: {fileID: 0}
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slopeHSVTex: {fileID: 0}
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@@ -0,0 +1,53 @@
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Shader "Custom/NewSurfaceShader"
|
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{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
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_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
}
|
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SubShader
|
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{
|
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Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
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|
||||
struct Input
|
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{
|
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float2 uv_MainTex;
|
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};
|
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|
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half _Glossiness;
|
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half _Metallic;
|
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fixed4 _Color;
|
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|
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
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// #pragma instancing_options assumeuniformscaling
|
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UNITY_INSTANCING_BUFFER_START(Props)
|
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// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
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|
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void surf (Input IN, inout SurfaceOutputStandard o)
|
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{
|
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// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
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o.Albedo = c.rgb;
|
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// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
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o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
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}
|
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ENDCG
|
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}
|
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FallBack "Diffuse"
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}
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@@ -0,0 +1,9 @@
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleVariant:
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Reference in New Issue
Block a user