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root / Assets / Time of Day / Assets / Shaders / Skybox.shader @ 175:f9f5640c2a3a

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Time of Day/Skybox"
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{
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	Properties
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	{
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	}
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	CGINCLUDE
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	#include "UnityCG.cginc"
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	#include "TOD_Base.cginc"
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	#define TOD_SCATTERING_MIE 0
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	#include "TOD_Scattering.cginc"
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	struct v2f {
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		float4 position : SV_POSITION;
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		float4 color    : TEXCOORD0;
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	};
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	v2f vert(appdata_base v) {
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		v2f o;
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		o.position = mul(UNITY_MATRIX_MVP, v.vertex);
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		float3 vertex = normalize(mul((float3x3)TOD_World2Sky, mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)));
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		o.color = (vertex.y < 0) ? half4(pow(TOD_GroundColor, TOD_Contrast), 1) : ScatteringColor(vertex.xyz, 1);
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#if !TOD_OUTPUT_HDR
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		o.color = TOD_HDR2LDR(o.color);
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#endif
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#if !TOD_OUTPUT_LINEAR
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		o.color = TOD_LINEAR2GAMMA(o.color);
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#endif
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		return o;
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	}
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	float4 frag(v2f i) : COLOR {
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		return i.color;
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	}
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	ENDCG
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	SubShader
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	{
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		Tags
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		{
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			"Queue"="Background"
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			"RenderType"="Background"
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			"PreviewType"="Skybox"
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		}
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		Pass
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		{
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			Cull Off
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			ZWrite Off
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			ZTest LEqual
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			CGPROGRAM
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			#pragma vertex vert
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			#pragma fragment frag
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			#pragma multi_compile _ TOD_OUTPUT_HDR
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			#pragma multi_compile _ TOD_OUTPUT_LINEAR
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			ENDCG
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		}
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	}
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	Fallback Off
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}