✨ 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
90
Assets/Bakery/ftFarSphereRender.shader
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90
Assets/Bakery/ftFarSphereRender.shader
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// Used on the scene when capturing from BakerySectors
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// Outputs albedo, normal and alpha
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// Shader replacement logic will select subshaders by RenderType
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// In SRP we'll choose a pass instead
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Shader "Hidden/ftFarSphereRender"
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{
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Properties
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{
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//_Color ("Color", Color) = (1,1,1,1)
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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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// Used by SRP
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Tags { "RenderType"="NotReally" }
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Pass
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{
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// Opaque
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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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#define OPAQUE
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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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Pass
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{
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// Transparent
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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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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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Pass
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{
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// TransparentCutout
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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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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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#define OPAQUE
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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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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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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags { "RenderType"="TransparentCutout" }
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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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#include "ftFarSphereRenderBase.cginc"
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ENDCG
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}
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}
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}
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