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

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Time of Day/Space"
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{
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	Properties
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	{
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		_CubeTex ("Cube (RGB)", Cube) = "black" {}
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		_Brightness ("Brightness", float) = 0
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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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	uniform samplerCUBE _CubeTex;
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	uniform float _Brightness;
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	struct v2f {
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		float4 position : SV_POSITION;
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		float4 viewdir  : 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 = TOD_TRANSFORM_VERT(v.vertex);
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		float3 vertnorm = normalize(v.vertex.xyz);
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		float3 worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, vertnorm));
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		o.viewdir.xyz = vertnorm;
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		o.viewdir.w   = saturate(_Brightness * TOD_StarVisibility * worldNormal.y);
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		return o;
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	}
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	half4 frag(v2f i) : COLOR {
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		return half4(texCUBE(_CubeTex, i.viewdir.xyz).rgb * i.viewdir.w, 1);
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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+10"
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			"RenderType"="Background"
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			"IgnoreProjector"="True"
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		}
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		Pass
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		{
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			ZWrite Off
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			ZTest LEqual
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			Fog { Mode Off }
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			CGPROGRAM
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			#pragma vertex vert
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			#pragma fragment frag
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			ENDCG
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		}
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	}
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	Fallback Off
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}