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// Made with Amplify Shader Editor |
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// Available at the Unity Asset Store - http://u3d.as/y3X |
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Shader "Fantasy Forest/StandardNoCulling" |
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{ |
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Properties |
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{ |
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_Cutoff( "Mask Clip Value", Float ) = 0.5 |
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_MainTex("Main Texture", 2D) = "white" {} |
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_Color("Color", Color) = (1,1,1,0) |
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[HideInInspector] _texcoord( "", 2D ) = "white" {} |
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[HideInInspector] __dirty( "", Int ) = 1 |
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} |
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|
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{ |
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" } |
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Cull Off |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows |
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struct Input |
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{ |
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float2 uv_texcoord; |
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}; |
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|
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uniform float4 _Color; |
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uniform sampler2D _MainTex; |
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uniform float4 _MainTex_ST; |
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uniform float _Cutoff = 0.5; |
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|
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void surf( Input i , inout SurfaceOutputStandardSpecular o ) |
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{ |
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; |
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float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex ); |
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o.Albedo = ( _Color * tex2DNode3 ).rgb; |
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float temp_output_1_0 = 0.0; |
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float3 temp_cast_1 = (temp_output_1_0).xxx; |
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o.Specular = temp_cast_1; |
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o.Smoothness = temp_output_1_0; |
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o.Alpha = 1; |
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clip( tex2DNode3.a - _Cutoff ); |
|||
} |
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|
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ENDCG |
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} |
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Fallback "Diffuse" |
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CustomEditor "ASEMaterialInspector" |
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} |
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