✨ 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
87
Assets/Editor/x64/Bakery/ftChecker.shader
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87
Assets/Editor/x64/Bakery/ftChecker.shader
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Shader "Hidden/ftChecker"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard vertex:vert noinstancing
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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float bakeryLightmapSize;
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float3 bakeryLightmapID;
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struct Input {
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float2 texcoord1;
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float3 worldPos;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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float2 pri( in float2 x )
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{
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// see https://www.shadertoy.com/view/MtffWs
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float2 h = frac(x/2.0)-0.5;
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return x*0.5 + h*(1.0-2.0*abs(h));
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}
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float2 tri( in float2 x )
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{
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float2 h = frac(x/2.0)-0.5;
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return 1.0-2.0*abs(h);
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}
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struct vinput
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{
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float4 vertex : POSITION;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float3 normal : NORMAL0;
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float2 texcoord : TEXCOORD0;
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float4 tangent : TANGENT;
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};
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void vert (inout vinput v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input,o);
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o.texcoord1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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o.Albedo = 0;
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o.Smoothness = 0;
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//float width, height;
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//unity_Lightmap.GetDimensions(width, height);
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//float2 resolution = float2(width, height);
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// Filtered checker from https://www.shadertoy.com/view/llffWs
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float2 uv = IN.texcoord1 * bakeryLightmapSize;// * 0.5f;
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float2 uvDx = ddx(uv);
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float2 uvDy = ddy(uv);
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float2 w = max(abs(uvDx), abs(uvDy)) + 0.01; // filter kernel
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float2 i = (tri(uv+0.5*w)-tri(uv-0.5*w))/w; // analytical integral (box filter)
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float checker = 0.5 - 0.5*i.x*i.y; // xor pattern
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float3 color = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.texcoord1));
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color = lerp(saturate(color), checker * bakeryLightmapID, 0.5f);
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o.Emission = color;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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