✨ Add water shader by Atlas and, flip some faces and experiment with animations
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1764 changed files with 303341 additions and 66722 deletions
80
Assets/Bakery/ftCubemap2Strip.shader
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Assets/Bakery/ftCubemap2Strip.shader
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Shader "Hidden/ftCubemap2Strip"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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#if UNITY_UV_STARTS_AT_TOP
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o.uv.y = 1-o.uv.y;
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#endif
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return o;
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}
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samplerCUBE _MainTex;
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float gammaMode;
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fixed4 frag (v2f i) : SV_Target
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{
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float3 vec;
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int quad = floor(i.uv.x * 6);
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float2 st = frac(i.uv * float2(6,1)) * 2.0 - 1.0;
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st.x = -st.x;
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//st.y = -st.y;
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if (quad == 0) {
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vec = float3(1, -st.y, st.x);
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} else if (quad == 1) {
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vec = float3(-1, -st.y, -st.x);
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} else if (quad == 2) {
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vec = float3(-st.y, 1, -st.x);
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} else if (quad == 3) {
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vec = float3(-st.y, -1, st.x);
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} else if (quad == 4) {
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vec = float3(-st.x, -st.y, 1);
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} else {
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vec = float3(st.x, -st.y, -1);
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}
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vec = -vec;
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float4 col = texCUBE(_MainTex, vec);
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if (gammaMode > 0.5f) col.rgb = pow(col.rgb, 2.2f);
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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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