Added participant and other stuff
This commit is contained in:
@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 03c5cda4272cb2746a668ce131f04c0f
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folderAsset: yes
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timeCreated: 1466717994
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,318 +0,0 @@
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#ifndef AVATAR_UTIL_CG_INCLUDED
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#define AVATAR_UTIL_CG_INCLUDED
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#include "UnityCG.cginc"
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#define SAMPLE_MODE_COLOR 0
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#define SAMPLE_MODE_TEXTURE 1
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#define SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL 2
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#define SAMPLE_MODE_PARALLAX 3
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#define SAMPLE_MODE_RSRM 4
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#define MASK_TYPE_NONE 0
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#define MASK_TYPE_POSITIONAL 1
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#define MASK_TYPE_REFLECTION 2
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#define MASK_TYPE_FRESNEL 3
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#define MASK_TYPE_PULSE 4
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#define BLEND_MODE_ADD 0
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#define BLEND_MODE_MULTIPLY 1
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#ifdef LAYERS_1
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#define LAYER_COUNT 1
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#elif LAYERS_2
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#define LAYER_COUNT 2
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#elif LAYERS_3
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#define LAYER_COUNT 3
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#elif LAYERS_4
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#define LAYER_COUNT 4
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#elif LAYERS_5
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#define LAYER_COUNT 5
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#elif LAYERS_6
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#define LAYER_COUNT 6
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#elif LAYERS_7
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#define LAYER_COUNT 7
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#elif LAYERS_8
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#define LAYER_COUNT 8
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#endif
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#define DECLARE_LAYER_UNIFORMS(index) \
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int _LayerSampleMode##index; \
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int _LayerBlendMode##index; \
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int _LayerMaskType##index; \
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fixed4 _LayerColor##index; \
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sampler2D _LayerSurface##index; \
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float4 _LayerSurface##index##_ST; \
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float4 _LayerSampleParameters##index; \
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float4 _LayerMaskParameters##index; \
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float4 _LayerMaskAxis##index;
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DECLARE_LAYER_UNIFORMS(0)
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DECLARE_LAYER_UNIFORMS(1)
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DECLARE_LAYER_UNIFORMS(2)
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DECLARE_LAYER_UNIFORMS(3)
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DECLARE_LAYER_UNIFORMS(4)
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DECLARE_LAYER_UNIFORMS(5)
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DECLARE_LAYER_UNIFORMS(6)
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DECLARE_LAYER_UNIFORMS(7)
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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float3 viewDir : TEXCOORD3;
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float4 vertColor : COLOR;
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#if NORMAL_MAP_ON || PARALLAX_ON
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float3 worldTangent : TANGENT;
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float3 worldBitangent : TEXCOORD5;
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#endif
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};
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float _Alpha;
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int _BaseMaskType;
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float4 _BaseMaskParameters;
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float4 _BaseMaskAxis;
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fixed4 _DarkMultiplier;
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fixed4 _BaseColor;
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sampler2D _AlphaMask;
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float4 _AlphaMask_ST;
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sampler2D _AlphaMask2;
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float4 _AlphaMask2_ST;
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sampler2D _NormalMap;
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float4 _NormalMap_ST;
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sampler2D _ParallaxMap;
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float4 _ParallaxMap_ST;
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sampler2D _RoughnessMap;
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float4 _RoughnessMap_ST;
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float4x4 _ProjectorWorldToLocal;
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VertexOutput vert(appdata_full v)
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{
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VertexOutput o;
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UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
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o.texcoord = v.texcoord.xy;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.vertColor = v.color;
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o.viewDir = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
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o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0.0)).xyz);
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#if NORMAL_MAP_ON || PARALLAX_ON
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o.worldTangent = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
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o.worldBitangent = normalize(cross(o.worldNormal, o.worldTangent) * v.tangent.w);
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#endif
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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#ifndef NORMAL_MAP_ON
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#define COMPUTE_NORMAL IN.worldNormal
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#else
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#define COMPUTE_NORMAL normalize(mul(lerp(float3(0, 0, 1), surfaceNormal, normalMapStrength), tangentTransform))
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#endif
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float3 ComputeColor(
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VertexOutput IN,
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float2 uv,
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#if PARALLAX_ON || NORMAL_MAP_ON
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float3x3 tangentTransform,
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#endif
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#ifdef NORMAL_MAP_ON
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float3 surfaceNormal,
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#endif
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sampler2D surface,
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float4 surface_ST,
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fixed4 color,
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int sampleMode,
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float4 sampleParameters
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) {
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if (sampleMode == SAMPLE_MODE_TEXTURE) {
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float2 panning = _Time.g * sampleParameters.xy;
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return tex2D(surface, (uv + panning) * surface_ST.xy + surface_ST.zw).rgb * color.rgb;
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}
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else if (sampleMode == SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL) {
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float4 channelMask = sampleParameters;
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float4 channels = tex2D(surface, uv * surface_ST.xy + surface_ST.zw);
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return dot(channels, channelMask) * color.rgb;
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}
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#ifdef PARALLAX_ON
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else if (sampleMode == SAMPLE_MODE_PARALLAX) {
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float parallaxMinHeight = sampleParameters.x;
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float parallaxMaxHeight = sampleParameters.y;
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float parallaxValue = tex2D(_ParallaxMap, TRANSFORM_TEX(uv, _ParallaxMap)).r;
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float scaledHeight = lerp(parallaxMinHeight, parallaxMaxHeight, parallaxValue);
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float2 parallaxUV = mul(tangentTransform, IN.viewDir).xy * scaledHeight;
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return tex2D(surface, (uv * surface_ST.xy + surface_ST.zw) + parallaxUV).rgb * color.rgb;
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}
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#endif
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else if (sampleMode == SAMPLE_MODE_RSRM) {
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float roughnessMin = sampleParameters.x;
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float roughnessMax = sampleParameters.y;
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#ifdef ROUGHNESS_ON
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float roughnessValue = tex2D(_RoughnessMap, TRANSFORM_TEX(uv, _RoughnessMap)).r;
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float scaledRoughness = lerp(roughnessMin, roughnessMax, roughnessValue);
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#else
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float scaledRoughness = roughnessMin;
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#endif
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = sampleParameters.z;
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#endif
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float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
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float viewAngle = viewReflect.y * 0.5 + 0.5;
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return tex2D(surface, float2(scaledRoughness, viewAngle)).rgb * color.rgb;
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}
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return color.rgb;
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}
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float ComputeMask(
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VertexOutput IN,
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#ifdef NORMAL_MAP_ON
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float3x3 tangentTransform,
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float3 surfaceNormal,
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#endif
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int maskType,
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float4 layerParameters,
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float3 maskAxis
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) {
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if (maskType == MASK_TYPE_POSITIONAL) {
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float centerDistance = layerParameters.x;
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float fadeAbove = layerParameters.y;
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float fadeBelow = layerParameters.z;
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float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
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float d = dot(objPos, maskAxis);
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if (d > centerDistance) {
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return saturate(1.0 - (d - centerDistance) / fadeAbove);
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}
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else {
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return saturate(1.0 - (centerDistance - d) / fadeBelow);
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}
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}
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else if (maskType == MASK_TYPE_REFLECTION) {
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float fadeStart = layerParameters.x;
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float fadeEnd = layerParameters.y;
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = layerParameters.z;
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#endif
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float power = layerParameters.w;
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float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
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float d = max(0.0, dot(viewReflect, maskAxis));
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return saturate(1.0 - (d - fadeStart) / (fadeEnd - fadeStart));
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}
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else if (maskType == MASK_TYPE_FRESNEL) {
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float power = layerParameters.x;
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float fadeStart = layerParameters.y;
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float fadeEnd = layerParameters.z;
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = layerParameters.w;
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#endif
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float d = saturate(1.0 - max(0.0, dot(IN.viewDir, COMPUTE_NORMAL)));
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float p = pow(d, power);
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return saturate(lerp(fadeStart, fadeEnd, p));
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}
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else if (maskType == MASK_TYPE_PULSE) {
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float distance = layerParameters.x;
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float speed = layerParameters.y;
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float power = layerParameters.z;
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float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
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float d = dot(objPos, maskAxis);
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float theta = 6.2831 * frac((d - _Time.g * speed) / distance);
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return saturate(pow((sin(theta) * 0.5 + 0.5), power));
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}
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else {
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return 1.0;
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}
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}
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float3 ComputeBlend(float3 source, float3 blend, float mask, int blendMode) {
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if (blendMode == BLEND_MODE_MULTIPLY) {
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return source * (blend * mask);
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}
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else {
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return source + (blend * mask);
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}
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}
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float4 ComputeSurface(VertexOutput IN)
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{
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#if PROJECTOR_ON
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float3 projectorPos = mul(_ProjectorWorldToLocal, float4(IN.worldPos, 1.0)).xyz;
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if (abs(projectorPos.x) > 1.0 || abs(projectorPos.y) > 1.0 || abs(projectorPos.z) > 1.0)
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{
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discard;
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}
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float2 uv = projectorPos.xy * 0.5 + 0.5;
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#else
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float2 uv = IN.texcoord.xy;
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#endif
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fixed4 c = _BaseColor;
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IN.worldNormal = normalize(IN.worldNormal);
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#if PARALLAX_ON || NORMAL_MAP_ON
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float3x3 tangentTransform = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
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#endif
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#ifdef NORMAL_MAP_ON
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float3 surfaceNormal = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(uv, _NormalMap)));
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#endif
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#if PARALLAX_ON || NORMAL_MAP_ON
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#ifndef NORMAL_MAP_ON
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#define COLOR_INPUTS IN, uv, tangentTransform
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#define MASK_INPUTS IN
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#else
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#define COLOR_INPUTS IN, uv, tangentTransform, surfaceNormal
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#define MASK_INPUTS IN, tangentTransform, surfaceNormal
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#endif
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#else
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#define COLOR_INPUTS IN, uv
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#define MASK_INPUTS IN
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#endif
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#define LAYER_COLOR(index) ComputeColor(COLOR_INPUTS, _LayerSurface##index, _LayerSurface##index##_ST, _LayerColor##index, _LayerSampleMode##index, _LayerSampleParameters##index)
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#define LAYER_MASK(index) ComputeMask(MASK_INPUTS, _LayerMaskType##index, _LayerMaskParameters##index, _LayerMaskAxis##index##.xyz)
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#define LAYER_BLEND(index, c) ComputeBlend(c, LAYER_COLOR(index), LAYER_MASK(index), _LayerBlendMode##index)
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c.rgb = LAYER_BLEND(0, c.rgb);
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#if LAYER_COUNT > 1
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c.rgb = LAYER_BLEND(1, c.rgb);
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#endif
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#if LAYER_COUNT > 2
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c.rgb = LAYER_BLEND(2, c.rgb);
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#endif
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#if LAYER_COUNT > 3
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c.rgb = LAYER_BLEND(3, c.rgb);
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#endif
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#if LAYER_COUNT > 4
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c.rgb = LAYER_BLEND(4, c.rgb);
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#endif
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#if LAYER_COUNT > 5
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c.rgb = LAYER_BLEND(5, c.rgb);
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#endif
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#if LAYER_COUNT > 6
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c.rgb = LAYER_BLEND(6, c.rgb);
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#endif
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#if LAYER_COUNT > 7
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c.rgb = LAYER_BLEND(7, c.rgb);
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#endif
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#ifdef VERTALPHA_ON
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float scaledValue = IN.vertColor.a * 2.0;
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float alpha0weight = max(0.0, 1.0 - scaledValue);
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float alpha2weight = max(0.0, scaledValue - 1.0);
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float alpha1weight = 1.0 - alpha0weight - alpha2weight;
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c.a = _Alpha * c.a * (tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * alpha1weight + tex2D(_AlphaMask2, TRANSFORM_TEX(uv, _AlphaMask2)).r * alpha2weight + alpha0weight) * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
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#else
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c.a = _Alpha * c.a * tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * IN.vertColor.a * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
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#endif
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c.rgb = lerp(c.rgb, c.rgb * _DarkMultiplier, IN.vertColor.r);
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return c;
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}
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#endif
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 462c52c09cf9a244bbc11a016d763ea7
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timeCreated: 1443137462
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,141 +0,0 @@
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Shader "OvrAvatar/AvatarSurfaceShader" {
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Properties{
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// Global parameters
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_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
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_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
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_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
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_BaseMaskType("Base Mask Type", Int) = 0
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_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
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_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
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_AlphaMask("Alpha Mask", 2D) = "white" {}
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_NormalMap("Normal Map", 2D) = "" {}
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_ParallaxMap("Parallax Map", 2D) = "" {}
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_RoughnessMap("Roughness Map", 2D) = "" {}
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// Layer 0 parameters
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_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
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_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
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_LayerMaskType0("Layer Mask Type 0", Int) = 0
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_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
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_LayerSurface0("Layer Surface 0", 2D) = "" {}
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_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
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_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
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_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
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// Layer 1 parameters
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_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
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_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
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_LayerMaskType1("Layer Mask Type 1", Int) = 0
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_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
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_LayerSurface1("Layer Surface 1", 2D) = "" {}
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_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
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_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
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_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
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||||
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// Layer 2 parameters
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_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
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||||
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
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||||
_LayerMaskType2("Layer Mask Type 2", Int) = 0
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_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
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_LayerSurface2("Layer Surface 2", 2D) = "" {}
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_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
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||||
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
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_LayerMaskAxis2("Layer Mask Axis 2", Vector) = (0, 1, 0, 0)
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||||
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// Layer 3 parameters
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_LayerSampleMode3("Layer Sample Mode 3", Int) = 0
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||||
_LayerBlendMode3("Layer Blend Mode 3", Int) = 0
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_LayerMaskType3("Layer Mask Type 3", Int) = 0
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_LayerColor3("Layer Color 3", Color) = (1.0, 1.0, 1.0, 1.0)
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_LayerSurface3("Layer Surface 3", 2D) = "" {}
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_LayerSampleParameters3("Layer Sample Parameters 3", Vector) = (0, 0, 0, 0)
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_LayerMaskParameters3("Layer Mask Parameters 3", Vector) = (0, 0, 0, 0)
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_LayerMaskAxis3("Layer Mask Axis 3", Vector) = (0, 1, 0, 0)
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||||
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// Layer 4 parameters
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||||
_LayerSampleMode4("Layer Sample Mode 4", Int) = 0
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||||
_LayerBlendMode4("Layer Blend Mode 4", Int) = 0
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||||
_LayerMaskType4("Layer Mask Type 4", Int) = 0
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||||
_LayerColor4("Layer Color 4", Color) = (1.0, 1.0, 1.0, 1.0)
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||||
_LayerSurface4("Layer Surface 4", 2D) = "" {}
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||||
_LayerSampleParameters4("Layer Sample Parameters 4", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters4("Layer Mask Parameters 4", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis4("Layer Mask Axis 4", Vector) = (0, 1, 0, 0)
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||||
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||||
// Layer 5 parameters
|
||||
_LayerSampleMode5("Layer Sample Mode 5", Int) = 0
|
||||
_LayerBlendMode5("Layer Blend Mode 5", Int) = 0
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||||
_LayerMaskType5("Layer Mask Type 5", Int) = 0
|
||||
_LayerColor5("Layer Color 5", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface5("Layer Surface 5", 2D) = "" {}
|
||||
_LayerSampleParameters5("Layer Sample Parameters 5", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters5("Layer Mask Parameters 5", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis5("Layer Mask Axis 5", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 6 parameters
|
||||
_LayerSampleMode6("Layer Sample Mode 6", Int) = 0
|
||||
_LayerBlendMode6("Layer Blend Mode 6", Int) = 0
|
||||
_LayerMaskType6("Layer Mask Type 6", Int) = 0
|
||||
_LayerColor6("Layer Color 6", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface6("Layer Surface 6", 2D) = "" {}
|
||||
_LayerSampleParameters6("Layer Sample Parameters 6", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters6("Layer Mask Parameters 6", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis6("Layer Mask Axis 6", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 7 parameters
|
||||
_LayerSampleMode7("Layer Sample Mode 7", Int) = 0
|
||||
_LayerBlendMode7("Layer Blend Mode 7", Int) = 0
|
||||
_LayerMaskType7("Layer Mask Type 7", Int) = 0
|
||||
_LayerColor7("Layer Color 7", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface7("Layer Surface 7", 2D) = "" {}
|
||||
_LayerSampleParameters7("Layer Sample Parameters 7", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters7("Layer Mask Parameters 7", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis7("Layer Mask Axis 7", Vector) = (0, 1, 0, 0)
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
LOD 200
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ForwardBase"
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||||
}
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CGPROGRAM
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#pragma only_renderers d3d11 gles3 gles
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#pragma vertex vert
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#pragma fragment frag
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||||
#pragma target 3.0
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||||
#pragma multi_compile PROJECTOR_OFF PROJECTOR_ON
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||||
#pragma multi_compile NORMAL_MAP_OFF NORMAL_MAP_ON
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||||
#pragma multi_compile PARALLAX_OFF PARALLAX_ON
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||||
#pragma multi_compile ROUGHNESS_OFF ROUGHNESS_ON
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||||
#pragma multi_compile VERTALPHA_OFF VERTALPHA_ON
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#pragma multi_compile LAYERS_1 LAYERS_2 LAYERS_3 LAYERS_4 LAYERS_5 LAYERS_6 LAYERS_7 LAYERS_8
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#include "Assets/Oculus/Avatar/Content/Materials/AvatarMaterialStateShader.cginc"
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float4 frag(VertexOutput IN) : COLOR
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{
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return ComputeSurface(IN);
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}
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ENDCG
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}
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||||
}
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FallBack "Diffuse"
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||||
CustomEditor "AvatarMaterialEditor"
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}
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fileFormatVersion: 2
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guid: d0f6e1942d3d1f946a96fd8a00175474
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,79 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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||||
|
||||
Shader "OvrAvatar/AvatarSurfaceShaderPBS" {
|
||||
Properties{
|
||||
// Global parameters
|
||||
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
|
||||
_Albedo("Albedo (RGB)", 2D) = "" {}
|
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_Surface("Metallic (R) Occlusion (G) and Smoothness (A)", 2D) = "" {}
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}
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SubShader{
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Tags {
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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}
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Pass {
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ZWrite On
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Cull Off
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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||||
#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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||||
|
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struct v2f {
|
||||
float4 position : SV_POSITION;
|
||||
};
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v2f vert(appdata_full v) {
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// Output
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v2f output;
|
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output.position = UnityObjectToClipPos(v.vertex);
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return output;
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||||
}
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||||
|
||||
float4 frag(v2f input) : COLOR {
|
||||
return 0;
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}
|
||||
ENDCG
|
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}
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|
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LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
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#pragma surface surf Standard vertex:vert nolightmap alpha noforwardadd
|
||||
|
||||
float _Alpha;
|
||||
sampler2D _Albedo;
|
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float4 _Albedo_ST;
|
||||
sampler2D _Surface;
|
||||
float4 _Surface_ST;
|
||||
|
||||
struct Input {
|
||||
float2 texcoord;
|
||||
};
|
||||
|
||||
void vert(inout appdata_full v, out Input o) {
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
o.texcoord = v.texcoord.xy;
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
o.Albedo = tex2D(_Albedo, TRANSFORM_TEX(IN.texcoord, _Albedo)).rgb;
|
||||
float4 surfaceParams = tex2D(_Surface, TRANSFORM_TEX(IN.texcoord, _Surface));
|
||||
o.Metallic = surfaceParams.r;
|
||||
o.Occlusion = surfaceParams.g;
|
||||
o.Smoothness = surfaceParams.a;
|
||||
o.Alpha = _Alpha;
|
||||
}
|
||||
|
||||
#pragma only_renderers d3d11 gles3 gles
|
||||
|
||||
ENDCG
|
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}
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FallBack "Diffuse"
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}
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: d7662dbac0646464a9b4a48e93989adb
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timeCreated: 1470862124
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,39 +0,0 @@
|
||||
Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
|
||||
Properties {
|
||||
_AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
|
||||
_Albedo ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Metallicness("Metallicness", 2D) = "grey" {}
|
||||
_GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _Albedo;
|
||||
sampler2D _Metallicness;
|
||||
|
||||
struct Input {
|
||||
float2 uv_Albedo;
|
||||
};
|
||||
|
||||
float _GlossinessScale;
|
||||
float4 _AlbedoMultiplier;
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
|
||||
o.Smoothness = _GlossinessScale;
|
||||
o.Alpha = 1.0;
|
||||
}
|
||||
ENDCG
|
||||
}
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FallBack "Diffuse"
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}
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fileFormatVersion: 2
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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@@ -1,175 +0,0 @@
|
||||
Shader "OvrAvatar/AvatarSurfaceShaderSelfOccluding" {
|
||||
Properties{
|
||||
// Global parameters
|
||||
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
|
||||
_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
|
||||
_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
|
||||
_BaseMaskType("Base Mask Type", Int) = 0
|
||||
_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
|
||||
_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
|
||||
_AlphaMask("Alpha Mask", 2D) = "white" {}
|
||||
_NormalMap("Normal Map", 2D) = "" {}
|
||||
_ParallaxMap("Parallax Map", 2D) = "" {}
|
||||
_RoughnessMap("Roughness Map", 2D) = "" {}
|
||||
|
||||
// Layer 0 parameters
|
||||
_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
|
||||
_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
|
||||
_LayerMaskType0("Layer Mask Type 0", Int) = 0
|
||||
_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface0("Layer Surface 0", 2D) = "" {}
|
||||
_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 1 parameters
|
||||
_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
|
||||
_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
|
||||
_LayerMaskType1("Layer Mask Type 1", Int) = 0
|
||||
_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface1("Layer Surface 1", 2D) = "" {}
|
||||
_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 2 parameters
|
||||
_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
|
||||
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
|
||||
_LayerMaskType2("Layer Mask Type 2", Int) = 0
|
||||
_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface2("Layer Surface 2", 2D) = "" {}
|
||||
_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis2("Layer Mask Axis 2", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 3 parameters
|
||||
_LayerSampleMode3("Layer Sample Mode 3", Int) = 0
|
||||
_LayerBlendMode3("Layer Blend Mode 3", Int) = 0
|
||||
_LayerMaskType3("Layer Mask Type 3", Int) = 0
|
||||
_LayerColor3("Layer Color 3", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface3("Layer Surface 3", 2D) = "" {}
|
||||
_LayerSampleParameters3("Layer Sample Parameters 3", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters3("Layer Mask Parameters 3", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis3("Layer Mask Axis 3", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 4 parameters
|
||||
_LayerSampleMode4("Layer Sample Mode 4", Int) = 0
|
||||
_LayerBlendMode4("Layer Blend Mode 4", Int) = 0
|
||||
_LayerMaskType4("Layer Mask Type 4", Int) = 0
|
||||
_LayerColor4("Layer Color 4", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface4("Layer Surface 4", 2D) = "" {}
|
||||
_LayerSampleParameters4("Layer Sample Parameters 4", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters4("Layer Mask Parameters 4", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis4("Layer Mask Axis 4", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 5 parameters
|
||||
_LayerSampleMode5("Layer Sample Mode 5", Int) = 0
|
||||
_LayerBlendMode5("Layer Blend Mode 5", Int) = 0
|
||||
_LayerMaskType5("Layer Mask Type 5", Int) = 0
|
||||
_LayerColor5("Layer Color 5", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface5("Layer Surface 5", 2D) = "" {}
|
||||
_LayerSampleParameters5("Layer Sample Parameters 5", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters5("Layer Mask Parameters 5", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis5("Layer Mask Axis 5", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 6 parameters
|
||||
_LayerSampleMode6("Layer Sample Mode 6", Int) = 0
|
||||
_LayerBlendMode6("Layer Blend Mode 6", Int) = 0
|
||||
_LayerMaskType6("Layer Mask Type 6", Int) = 0
|
||||
_LayerColor6("Layer Color 6", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface6("Layer Surface 6", 2D) = "" {}
|
||||
_LayerSampleParameters6("Layer Sample Parameters 6", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters6("Layer Mask Parameters 6", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis6("Layer Mask Axis 6", Vector) = (0, 1, 0, 0)
|
||||
|
||||
// Layer 7 parameters
|
||||
_LayerSampleMode7("Layer Sample Mode 7", Int) = 0
|
||||
_LayerBlendMode7("Layer Blend Mode 7", Int) = 0
|
||||
_LayerMaskType7("Layer Mask Type 7", Int) = 0
|
||||
_LayerColor7("Layer Color 7", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_LayerSurface7("Layer Surface 7", 2D) = "" {}
|
||||
_LayerSampleParameters7("Layer Sample Parameters 7", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskParameters7("Layer Mask Parameters 7", Vector) = (0, 0, 0, 0)
|
||||
_LayerMaskAxis7("Layer Mask Axis 7", Vector) = (0, 1, 0, 0)
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
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||||
"RenderType" = "Transparent"
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}
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||||
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Pass
|
||||
{
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ZWrite On
|
||||
Cull Off
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||||
ColorMask 0
|
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Offset 1, 1
|
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|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert(appdata_full v)
|
||||
{
|
||||
// Output
|
||||
v2f output;
|
||||
output.position = UnityObjectToClipPos(v.vertex);
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 frag(v2f input) : COLOR
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
LOD 200
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags
|
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{
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"LightMode" = "ForwardBase"
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|
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CGPROGRAM
|
||||
#pragma only_renderers d3d11 gles3 gles
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#pragma vertex vert
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#pragma fragment frag
|
||||
#pragma target 3.0
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#pragma multi_compile PROJECTOR_OFF PROJECTOR_ON
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||||
#pragma multi_compile NORMAL_MAP_OFF NORMAL_MAP_ON
|
||||
#pragma multi_compile PARALLAX_OFF PARALLAX_ON
|
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#pragma multi_compile ROUGHNESS_OFF ROUGHNESS_ON
|
||||
#pragma multi_compile VERTALPHA_OFF VERTALPHA_ON
|
||||
#pragma multi_compile LAYERS_1 LAYERS_2 LAYERS_3 LAYERS_4 LAYERS_5 LAYERS_6 LAYERS_7 LAYERS_8
|
||||
|
||||
#include "Assets/Oculus/Avatar/Content/Materials/AvatarMaterialStateShader.cginc"
|
||||
|
||||
float4 frag(VertexOutput IN) : SV_Target
|
||||
{
|
||||
return ComputeSurface(IN);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
CustomEditor "AvatarMaterialEditor"
|
||||
}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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Reference in New Issue
Block a user