✨ 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
78
Assets/Bakery/ftSkybox.shader
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78
Assets/Bakery/ftSkybox.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Bakery/Skybox" {
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Properties {
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_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
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_Exposure ("Exposure", Float) = 1.0
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_MatrixRight ("Right", Vector) = (1, 0, 0, 0)
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_MatrixUp ("Up", Vector) = (0, 1, 0, 0)
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_MatrixForward ("Forward", Vector) = (0, 0, 1, 0)
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[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "white" {}
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_NoTexture ("No texture", Float) = 0.0
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_Hemispherical ("Hemispherical", Float) = 0.0
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}
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SubShader {
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off ZWrite Off
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Pass {
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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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samplerCUBE _Tex;
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half4 _Tex_HDR;
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half4 _Tint;
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half _Exposure;
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float3 _MatrixRight, _MatrixUp, _MatrixForward;
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float4x4 reflection2World;
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float _NoTexture, _Hemispherical;
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struct appdata_t {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t 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_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3x3 tform = float3x3(_MatrixRight, _MatrixUp, _MatrixForward);
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float3 pos = mul(tform, v.vertex.xyz);
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o.vertex = UnityObjectToClipPos(pos);
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o.texcoord = mul((float3x3)reflection2World, v.vertex.xyz);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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half4 tex = _NoTexture < 0.5 ? texCUBE (_Tex, i.texcoord) : half4(1,1,1,1);
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half3 c = DecodeHDR (tex, _Tex_HDR);
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if (unity_ColorSpaceDouble.x < 3) c = pow(c, 2.2f);
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c = c * _Tint.rgb;
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c *= _Exposure;
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if (_Hemispherical > 0.0f) c *= i.texcoord.y < 0 ? 0 : 1;
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if (unity_ColorSpaceDouble.x < 3) c = pow(c, 1/2.2f);
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return half4(c, 1);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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