[TASK] Working on duck-catching minigame
This commit is contained in:
88
Assets/Polygon Arsenal/Shaders/Standard/PolyIntense.Shader
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88
Assets/Polygon Arsenal/Shaders/Standard/PolyIntense.Shader
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Shader "PolygonArsenal/PolyIntense" {
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Properties{
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_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex("Particle Texture", 2D) = "white" {}
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_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_Glow("Intensity", Range(0, 5)) = 1
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}
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Category{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend One One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader{
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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half _Glow;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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fixed4 frag(v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate(_InvFade * (sceneZ - partZ));
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i.color.a *= fade;
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#endif
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fixed4 col = 2.0f * i.color;
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col *= _Glow * _TintColor * tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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return col;
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}
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ENDCG
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 94a9aa8a94e5b1b4d8c777819f86eb44
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timeCreated: 1509839552
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,59 @@
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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 "PolygonArsenal/PolyLitSurface"
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{
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Properties
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{
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_GlowIntensity("Glow Intensity", Range( 1 , 5)) = 1
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_Metallic("Metallic", Range( 0 , 1)) = 0
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows exclude_path:deferred
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struct Input
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{
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float4 vertexColor : COLOR;
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};
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uniform half _GlowIntensity;
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uniform float _Metallic;
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uniform float _Smoothness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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o.Albedo = i.vertexColor.rgb;
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o.Emission = ( i.vertexColor * _GlowIntensity ).rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Smoothness;
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o.Alpha = 1;
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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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/*ASEBEGIN
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Version=13801
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0;660;1045;478;1239.578;310.2273;1.5987;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;12;-772.1588,160.8321;Half;False;Property;_GlowIntensity;Glow Intensity;0;0;1;1;5;0;1;FLOAT
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Node;AmplifyShaderEditor.VertexColorNode;8;-732.9195,-18.42493;Float;False;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;16;-368.0117,140.8421;Float;False;Property;_Metallic;Metallic;1;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-477.659,-15.88515;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0,0,0,0;False;1;COLOR
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Node;AmplifyShaderEditor.VertexColorNode;1;-538.5891,-196.8047;Float;False;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;15;-369.3971,228.1133;Float;False;Property;_Smoothness;Smoothness;1;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;86.39999,-57.59999;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;PolyLitSurface;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;14;0;8;0
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WireConnection;14;1;12;0
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WireConnection;0;0;1;0
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WireConnection;0;2;14;0
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WireConnection;0;3;16;0
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WireConnection;0;4;15;0
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ASEEND*/
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//CHKSM=3B4480D0FE5496C4347351026CF3D02DF5598BFA
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fileFormatVersion: 2
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guid: 6c2fd55ba28f25241aa7d35d37d4acde
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timeCreated: 1511639410
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "PolygonArsenal/PolyRimLightSelective"
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{
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Properties
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{
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_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
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_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
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_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
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Cull Back
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Lighting Off
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Blend One One
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input
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{
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float3 viewDir;
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float4 vertexColor : COLOR;
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};
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float4 _InnerColor;
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float4 _RimColor;
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float _RimWidth;
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float _RimGlow;
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void surf (Input IN, inout SurfaceOutput o)
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{
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o.Albedo = IN.vertexColor.rgba;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
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o.Alpha = 1;
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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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fileFormatVersion: 2
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guid: b4b9827572db2a6458d7ef80fafe4b23
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timeCreated: 1512433847
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,40 @@
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Shader "PolygonArsenal/PolyRimLightSolid"
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{
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Properties
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{
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_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
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_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
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_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
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Cull Back
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input
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{
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float3 viewDir;
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};
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float4 _InnerColor;
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float4 _RimColor;
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float _RimWidth;
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float _RimGlow;
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void surf (Input IN, inout SurfaceOutput o)
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{
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o.Albedo = _InnerColor.rgb;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
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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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fileFormatVersion: 2
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guid: 86889086497f4f4459550c816ab55e34
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timeCreated: 1509838764
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,40 @@
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Shader "PolygonArsenal/PolyRimLightTransparent"
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{
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Properties
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{
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_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
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_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
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_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
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Cull Back
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Lighting Off
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Blend One One
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input
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{
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float3 viewDir;
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};
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float4 _InnerColor;
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float4 _RimColor;
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float _RimWidth;
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float _RimGlow;
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void surf (Input IN, inout SurfaceOutput o)
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{
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o.Albedo = _InnerColor.rgb;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
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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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fileFormatVersion: 2
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guid: db03092ff43bc9c43b267efcbfd3b0e7
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timeCreated: 1509838764
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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