🎉 Initialize mod and implement Wuhu Island day map
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1200 changed files with 132783 additions and 0 deletions
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#pragma target 5.0
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//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
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#if defined(SHADER_API_MOBILE)
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//#!INJECT_POINT MOBILE_DEFINES
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#else
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//#!INJECT_POINT STANDALONE_DEFINES
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#endif
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//#!INJECT_POINT UNIVERSAL_DEFINES
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR
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#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
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#include "Include/Particle/billboard.hlsl"
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//#!INJECT_POINT INCLUDES
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv0_vertexStream0_xy : TEXCOORD0;
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half4 color : COLOR;
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//#!INJECT_POINT VERTEX_IN
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//#!INJECT_DEFAULT
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float vertexStream1 : TEXCOORD1;
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//#!INJECT_END
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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//#!INJECT_POINT VERTEX_CENTROID
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//#!INJECT_DEFAULT
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float4 vertex : SV_POSITION;
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//#!INJECT_END
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float2 uv0 : TEXCOORD0;
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float4 wPos_xyz_fog_x : TEXCOORD1;
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half4 color : COLOR;
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//#!INJECT_POINT INTERPOLATORS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct fragOut
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{
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half4 color : SV_Target;
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//#!INJECT_POINT OUTPUT_SEMANTICS
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};
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//#include "Include/PlatformSamplers.hlsl"
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TEXTURE2D(_BaseMap);
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SamplerState sampler_BaseMap;
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//#!INJECT_POINT UNIFORMS
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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//#!INJECT_POINT MATERIAL_CBUFFER
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CBUFFER_END
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//#!INJECT_POINT FUNCTIONS
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v2f vert(appdata 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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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//#!INJECT_POINT VERT_BEGIN
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//#!INJECT_POINT VERT_TRANSFORM
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//#!INJECT_DEFAULT
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float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
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v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
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//#!INJECT_END
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o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
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o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
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o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
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half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
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o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
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o.color = v.color;
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//#!INJECT_POINT VERT_END
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return o;
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}
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fragOut frag(v2f i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fragOut f;
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//#!INJECT_POINT FRAG_BEGIN
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//#!INJECT_POINT FRAG_COLOR
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//#!INJECT_DEFAULT
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f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0);
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f.color *= _BaseColor * i.color;
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//#!INJECT_END
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//#!INJECT_POINT FRAG_FOG
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//#!INJECT_DEFAULT
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half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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#if defined(SLZ_PARTICLE_ADDITIVE)
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f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
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#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
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f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
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#elif defined(SLZ_PARTICLE_ALPHABLEND)
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f.color.rgb = MixFog(f.color.rgb, viewDir, i.wPos_xyz_fog_x.w);
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#endif
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#endif
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//#!INJECT_END
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//#!INJECT_POINT FRAG_VOLUMETRICS
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//#!INJECT_DEFAULT
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#if defined(SLZ_PARTICLE_ADDITIVE)
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#if defined(_VOLUMETRICS_ENABLED)
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f.color *= GetVolumetricColor(i.wPos_xyz_fog_x.xyz).a;
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#endif
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#elif defined(SLZ_PARTICLE_ALPHABLEND)
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f.color = Volumetrics(f.color, i.wPos_xyz_fog_x.xyz);
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#endif
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//#!INJECT_END
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//#!INJECT_POINT FRAG_END
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return f;
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 2df13d630bf74324fbefa9003b6544b3
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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