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begin adding single pass forward to standard shader replica for composing transparencies on top of opaques
/classicDeferredMobile
begin adding single pass forward to standard shader replica for composing transparencies on top of opaques
/classicDeferredMobile
Filip Iliescu
8 年前
当前提交
aa741309
共有 4 个文件被更改,包括 728 次插入 和 517 次删除
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998Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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41Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Standard.shader
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197Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc
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9Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc.meta
998
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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#ifndef UNITY_STANDARD_FORWARD_MOBILE_INCLUDED |
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#define UNITY_STANDARD_FORWARD_MOBILE_INCLUDED |
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// NOTE: had to split shadow functions into separate file, |
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// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc) |
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#include "UnityStandardConfig.cginc" |
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#include "UnityStandardCore.cginc" |
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struct VertexOutputForwardNew |
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{ |
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float4 pos : SV_POSITION; |
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float4 tex : TEXCOORD0; |
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half4 ambientOrLightmapUV : TEXCOORD1; // SH or Lightmap UV |
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half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:empty] |
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//float4 posWorld : TEXCOORD3; |
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LIGHTING_COORDS(5,6) |
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UNITY_FOG_COORDS(7) |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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VertexOutputForwardNew vertForward(VertexInput v) |
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{ |
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UNITY_SETUP_INSTANCE_ID(v); |
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VertexOutputForwardNew o; |
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardNew, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.tex = TexCoords(v); |
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float3 normalWorld = UnityObjectToWorldNormal(v.normal); |
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#ifdef _TANGENT_TO_WORLD |
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float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); |
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); |
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o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; |
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o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; |
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o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; |
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#else |
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o.tangentToWorldAndParallax[0].xyz = 0; |
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o.tangentToWorldAndParallax[1].xyz = 0; |
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o.tangentToWorldAndParallax[2].xyz = normalWorld; |
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#endif |
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o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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return o; |
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} |
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//#include "LightingUtils.hlsl" |
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float GetLinearZFromSVPosW(float posW) |
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{ |
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#if USE_LEFTHAND_CAMERASPACE |
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float linZ = posW; |
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#else |
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float linZ = -posW; |
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#endif |
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return linZ; |
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} |
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float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) |
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{ |
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float fSx = UNITY_MATRIX_P[0].x; |
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float fCx = UNITY_MATRIX_P[0].z; |
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float fSy = UNITY_MATRIX_P[1].y; |
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float fCy = UNITY_MATRIX_P[1].z; |
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return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); |
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} |
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static FragmentCommonData gdata; |
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static float occlusion; |
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//half4 fragNoLight(VertexOutputForwardNew i) : SV_Target |
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//{ |
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// float linZ = GetLinearZFromSVPosW(i.pos.w); // matching script side where camera space is right handed. |
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// float3 vP = GetViewPosFromLinDepth(i.pos.xy, linZ); |
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// float3 vPw = mul(g_mViewToWorld, float4(vP,1.0)).xyz; |
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// float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); // not same as unity_CameraToWorld |
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// |
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//#ifdef _PARALLAXMAP |
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// half3 tangent = i.tangentToWorldAndParallax[0].xyz; |
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// half3 bitangent = i.tangentToWorldAndParallax[1].xyz; |
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// half3 normal = i.tangentToWorldAndParallax[2].xyz; |
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// float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld)); |
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//#else |
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// float3 vDirForParallax = Vworld; |
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//#endif |
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// gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld |
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// |
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// return OutputForward (float4(0.0,0.0,0.0,1.0), gdata.alpha); // figure out some alpha test stuff |
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//} |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
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{ |
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return UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind); |
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} |
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) |
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{ |
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return occlusion * UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind); |
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} |
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//#include "RegularForwardLightingTemplate.hlsl" |
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//#include "RegularForwardReflectionTemplate.hlsl" |
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uniform int g_numLights; |
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uniform int g_numReflectionProbes; |
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uniform float4x4 g_mViewToWorld; |
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uniform float4x4 g_mWorldToView; // used for reflection only |
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uniform float4x4 g_mScrProjection; |
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uniform float4x4 g_mInvScrProjection; |
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void GetCountAndStart(out uint start, out uint nrLights, bool reflection) |
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{ |
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start = reflection==true ? g_numLights : 0; // offset by numLights entries |
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nrLights = reflection==true ? g_numReflectionProbes : g_numLights; |
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} |
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float3 ExecuteLightList(out uint numLightsProcessed, uint2 pixCoord, float3 vP, float3 vPw, float3 Vworld) |
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{ |
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uint start = 0, numLights = 0; |
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GetCountAndStart(start, numLights, false); |
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numLightsProcessed = numLights; // mainly for debugging/heat maps |
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return float3(1, 0, 0); |
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//return ExecuteLightList(start, numLights, vP, vPw, Vworld); |
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} |
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float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness) |
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{ |
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uint start = 0, numReflectionProbes = 0; |
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GetCountAndStart(start, numReflectionProbes, true); |
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numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps |
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return float3(0, 1, 0); |
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//return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness); |
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} |
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half4 fragForward(VertexOutputForwardNew i) : SV_Target |
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{ |
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float linZ = GetLinearZFromSVPosW(i.pos.w); // matching script side where camera space is right handed. |
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float3 vP = GetViewPosFromLinDepth(i.pos.xy, linZ); |
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float3 vPw = mul(g_mViewToWorld, float4(vP,1.0)).xyz; |
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float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); // not same as unity_CameraToWorld |
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#ifdef _PARALLAXMAP |
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half3 tangent = i.tangentToWorldAndParallax[0].xyz; |
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half3 bitangent = i.tangentToWorldAndParallax[1].xyz; |
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half3 normal = i.tangentToWorldAndParallax[2].xyz; |
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float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld)); |
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#else |
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float3 vDirForParallax = Vworld; |
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#endif |
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gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld |
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uint2 pixCoord = ((uint2) i.pos.xy); |
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float atten = 1.0; |
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occlusion = Occlusion(i.tex.xy); |
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UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, DummyLight(), false); |
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uint numLightsProcessed = 0, numReflectionsProcessed = 0; |
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float3 res = 0; |
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// direct light contributions |
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res += ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); |
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// specular GI |
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res += ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness); |
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// diffuse GI |
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res += UNITY_BRDF_PBS (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, gi.light, gi.indirect).xyz; |
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res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi); |
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//res = OverlayHeatMap(numLightsProcessed, res); |
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//UNITY_APPLY_FOG(i.fogCoord, res); |
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return OutputForward (float4(res,1.0), gdata.alpha); |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 4bffb40d658dc4776937114a06d248d9 |
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timeCreated: 1497310770 |
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licenseType: Pro |
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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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