✨ 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
51
Assets/Bakery/ftRGBM2Half.shader
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Assets/Bakery/ftRGBM2Half.shader
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Shader "Hidden/ftRGBM2Half"
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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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#if UNITY_UV_STARTS_AT_TOP
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o.uv = v.uv;
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#else
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o.uv = v.uv;
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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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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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float4 c = tex2D(_MainTex, i.uv);
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return float4(c.rgb * c.a * EMISSIVE_RGBM_SCALE, 1.0);
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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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