✨ 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
89
Assets/Bakery/ftUVNormalMap.shader
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89
Assets/Bakery/ftUVNormalMap.shader
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Shader "Hidden/ftUVNormalMap"
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{
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Properties
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{
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_BumpMap ("Normal map", 2D) = "bump" { }
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bestFitNormalMap ("Best fit normals texture", 2D) = "white" { }
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}
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SubShader
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{
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Pass
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{
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//Name "META"
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//Tags {"LightMode"="Meta"}
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Cull Off
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CGPROGRAM
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#define _TANGENT_TO_WORLD
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#define UNITY_PASS_META
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#include "UnityStandardMeta.cginc"
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Texture2D bestFitNormalMap;
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//sampler2D _BumpMap;
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float4 _BumpMap_scaleOffset;
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float _IsTerrain, _IsPerPixel;
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struct v2f_meta2
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float4 tangent : TEXCOORD2;
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float3 binormal : TEXCOORD3;
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};
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v2f_meta2 vert_meta2 (VertexInput v)
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{
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v2f_meta2 o;
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o.pos = float4(((v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw)*2-1) * float2(1,-1), 0.5, 1);
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// UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
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o.uv = v.uv0 * _BumpMap_scaleOffset.xy + _BumpMap_scaleOffset.zw;
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o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal).xyz);
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if (_IsTerrain == 0.0f)
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{
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o.tangent.xyz = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz).xyz);
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o.binormal = cross(o.normal, o.tangent.xyz) * v.tangent.w;
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o.tangent.w = v.tangent.w;
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}
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else
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{
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o.tangent.xyz = cross(o.normal, float3(0,0,1));
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o.binormal = cross(o.normal, o.tangent.xyz) * -1;
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o.tangent.w = -1;
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}
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return o;
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}
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float3 EncodeNormalBestFit(float3 n)
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{
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float3 nU = abs(n);
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float maxNAbs = max(nU.z, max(nU.x, nU.y));
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float2 TC = nU.z<maxNAbs? (nU.y<maxNAbs? nU.yz : nU.xz) : nU.xy;
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//if (TC.x != TC.y)
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//{
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TC = TC.x<TC.y? TC.yx : TC.xy;
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TC.y /= TC.x;
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n /= maxNAbs;
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float fittingScale = bestFitNormalMap.Load(int3(TC.x*1023, TC.y*1023, 0)).a;
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n *= fittingScale;
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//}
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return n*0.5+0.5;
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}
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float4 frag_meta2 (v2f_meta2 i): SV_Target
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{
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if (_IsPerPixel > 0.0f) i.binormal = cross(i.normal, i.tangent) * i.tangent.w;
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float3 normalMap = UnpackNormal(tex2D(_BumpMap, i.uv));
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float3 normal = normalize(i.tangent.xyz * normalMap.x + i.binormal * normalMap.y + i.normal * normalMap.z);
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return float4(EncodeNormalBestFit(normal),1);
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}
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#pragma vertex vert_meta2
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#pragma fragment frag_meta2
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ENDCG
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}
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}
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}
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