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| Shader "Mattatz/StencilSample" { | |
| Properties { | |
| _Outline ("Outline Length", Range(0.0, 1.0)) = 0.2 | |
| _Color ("Color", Color) = (0.8, 0.8, 0.8, 1.0) | |
| _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) | |
| } |
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| Shader "Terrain/Texture Repetition" | |
| { | |
| Properties | |
| { | |
| _Color ("Color Tint", Color) = (1, 1, 1, 1) | |
| _MainTex ("Main Tex", 2D) = "white" {} | |
| _NoiseTex ("Noise Tex", 2D) = "white" {} | |
| _BlendRatio ("Blend Ratio", Range(0, 0.4999)) = 0.2 | |
| [KeywordEnum(Normal, Tech1, Tech2)] _SampleMethod ("Sample Method", Float) = 0 | |
| } |
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| Shader "Terrain/Blend Textures" | |
| { | |
| Properties | |
| { | |
| _BlockMainTex ("Block Main Tex", 2D) = "white" {} | |
| _BlockNormalTex ("Block Normal Tex", 2D) = "white" {} | |
| _BlendTex ("Blend Tex (RG: Index, B: Blend)", 2D) = "white" {} | |
| _BlockScale ("Block Scale", Range(0, 2)) = 1 | |
| } | |
| SubShader |
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| float4 ObjectToTextureSpacePos(a2v_shared v) | |
| { | |
| float4 clipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, v.vertex)); | |
| float2 uv = v.texcoord.xy; | |
| #if UNITY_UV_STARTS_AT_TOP | |
| uv.y = 1.0 - uv.y; | |
| #endif | |
| clipPos.xy = (uv - 0.5) * 2.0 * clipPos.w; | |
| return clipPos; |
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| Shader "Hidden/Deferred Point Light Shading" | |
| { | |
| Properties | |
| { | |
| [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0 | |
| [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1 | |
| } | |
| SubShader | |
| { |