✨ 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
424
Assets/Bakery/shader/BakeryStandard.shader
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424
Assets/Bakery/shader/BakeryStandard.shader
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Shader "Bakery/Standard"
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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("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
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// Blending state
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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_Volume0("Volume0", 3D) = "black" {}
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_Volume1("Volume1", 3D) = "black" {}
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_Volume2("Volume2", 3D) = "black" {}
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_VolumeMask("Volume Mask", 3D) = "white" {}
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_VolumeMin("Volume min", Vector) = (0,0,0)
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_VolumeInvSize("Volume Inv Size", Vector) = (1000001, 1000001, 1000001)
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[HideInInspector] _BAKERY_2SIDED ("__2s", Float) = 2.0
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[Toggle(BAKERY_2SIDEDON)] _BAKERY_2SIDEDON ("Double-sided", Float) = 0
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[Toggle(BAKERY_VERTEXLM)] _BAKERY_VERTEXLM ("Enable vertex LM", Float) = 0
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[Toggle(BAKERY_VERTEXLMDIR)] _BAKERY_VERTEXLMDIR ("Enable directional vertex LM", Float) = 0
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[Toggle(BAKERY_VERTEXLMSH)] _BAKERY_VERTEXLMSH ("Enable SH vertex LM", Float) = 0
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[Toggle(BAKERY_VERTEXLMMASK)] _BAKERY_VERTEXLMMASK ("Enable shadowmask vertex LM", Float) = 0
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[Toggle(BAKERY_SH)] _BAKERY_SH ("Enable SH", Float) = 0
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[Toggle(BAKERY_SHNONLINEAR)] _BAKERY_SHNONLINEAR ("SH non-linear mode", Float) = 1
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[Toggle(BAKERY_RNM)] _BAKERY_RNM ("Enable RNM", Float) = 0
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[Toggle(BAKERY_MONOSH)] _BAKERY_MONOSH ("Enable MonoSH", Float) = 0
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[Toggle(BAKERY_LMSPEC)] _BAKERY_LMSPEC ("Enable Lightmap Specular", Float) = 0
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[Toggle(BAKERY_LMSPECOCCLUSION)] _BAKERY_LMSPECOCCLUSION ("Use Lightmap Specular as Reflection Occlusion", Float) = 0
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[Toggle(BAKERY_BICUBIC)] _BAKERY_BICUBIC ("Enable Bicubic Filter", Float) = 0
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[Toggle(BAKERY_PROBESHNONLINEAR)] _BAKERY_PROBESHNONLINEAR ("Use non-linear SH for light probes", Float) = 0
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[Toggle(BAKERY_VOLUME)] _BAKERY_VOLUME ("Use volumes", Float) = 0
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[Toggle(BAKERY_VOLROTATION)] _BAKERY_VOLROTATION ("Support volume rotation", Float) = 0
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}
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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_BAKERY_2SIDED]
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature _PARALLAXMAP
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#pragma shader_feature UNITY_SPECCUBE_BOX_PROJECTION
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#pragma shader_feature BAKERY_VERTEXLM
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#pragma shader_feature BAKERY_VERTEXLMDIR
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#pragma shader_feature BAKERY_VERTEXLMSH
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#pragma shader_feature BAKERY_VERTEXLMMASK
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#pragma shader_feature BAKERY_SH
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#pragma shader_feature BAKERY_MONOSH
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#pragma shader_feature BAKERY_SHNONLINEAR
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#pragma shader_feature BAKERY_RNM
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#pragma shader_feature BAKERY_LMSPEC
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#pragma shader_feature BAKERY_LMSPECOCCLUSION
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#pragma shader_feature BAKERY_BICUBIC
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#pragma shader_feature BAKERY_PROBESHNONLINEAR
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#pragma shader_feature BAKERY_VOLUME
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#pragma shader_feature BAKERY_VOLROTATION
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ BAKERY_COMPRESSED_VOLUME
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#pragma vertex bakeryVertForwardBase
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#pragma fragment bakeryFragForwardBase
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#include "UnityStandardCoreForward.cginc"
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#include "Bakery.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma vertex bakeryVertForwardAdd
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#pragma fragment bakeryFragForwardAdd
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#include "UnityStandardCoreForward.cginc"
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#include "Bakery.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Deferred pass
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Pass
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{
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Cull [_BAKERY_2SIDED]
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _PARALLAXMAP
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#pragma shader_feature BAKERY_VERTEXLM
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#pragma shader_feature BAKERY_VERTEXLMDIR
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#pragma shader_feature BAKERY_VERTEXLMSH
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#pragma shader_feature BAKERY_VERTEXLMMASK
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#pragma shader_feature BAKERY_SH
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#pragma shader_feature BAKERY_MONOSH
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#pragma shader_feature BAKERY_SHNONLINEAR
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#pragma shader_feature BAKERY_RNM
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#pragma shader_feature BAKERY_LMSPEC
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#pragma shader_feature BAKERY_LMSPECOCCLUSION
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#pragma shader_feature BAKERY_BICUBIC
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#pragma shader_feature BAKERY_PROBESHNONLINEAR
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#pragma shader_feature BAKERY_VOLUME
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#pragma shader_feature BAKERY_VOLROTATION
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#pragma multi_compile_prepassfinal
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#pragma multi_compile_instancing
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// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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//#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile _ BAKERY_COMPRESSED_VOLUME
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#pragma vertex bakeryVertDeferred
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#pragma fragment bakeryFragDeferred
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#include "UnityStandardCore.cginc"
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#include "Bakery.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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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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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "UnityStandardMeta.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" "PerformanceChecks"="False" }
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LOD 150
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_BAKERY_2SIDED]
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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//#pragma shader_feature BAKERY_VERTEXLM
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//#pragma shader_feature BAKERY_VERTEXLMDIR
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//#pragma shader_feature BAKERY_VERTEXLMSH
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//#pragma shader_feature BAKERY_VERTEXLMMASK
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//#pragma shader_feature BAKERY_SH
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//#pragma shader_feature BAKERY_MONOSH
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//#pragma shader_feature BAKERY_SHNONLINEAR
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//#pragma shader_feature BAKERY_RNM
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//#pragma shader_feature BAKERY_LMSPEC
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//#pragma shader_feature BAKERY_BICUBIC
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// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex bakeryVertForwardBase
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#pragma fragment bakeryFragForwardBase
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#include "UnityStandardCoreForward.cginc"
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#include "Bakery.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature ___ _DETAIL_MULX2
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// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex bakeryVertForwardAdd
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#pragma fragment bakeryFragForwardAdd
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#include "UnityStandardCoreForward.cginc"
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#include "Bakery.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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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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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "UnityStandardMeta.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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CustomEditor "BakeryShaderGUI"
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}
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