initial game submission
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#ifndef UNITY_STANDARD_INPUT_INCLUDED
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#define UNITY_STANDARD_INPUT_INCLUDED
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#include "UnityCG.cginc"
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#include "UnityStandardConfig.cginc"
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#include "UnityPBSLighting.cginc" // TBD: remove
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#include "UnityStandardUtils.cginc"
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//---------------------------------------
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// Directional lightmaps & Parallax require tangent space too
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#if (_NORMALMAP || DIRLIGHTMAP_COMBINED || _PARALLAXMAP)
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#define _TANGENT_TO_WORLD 1
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#endif
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#if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP)
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#define _DETAIL 1
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#endif
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//---------------------------------------
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half4 _Color;
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half _Cutoff;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _DetailAlbedoMap;
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float4 _DetailAlbedoMap_ST;
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sampler2D _BumpMap;
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half _BumpScale;
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sampler2D _DetailMask;
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sampler2D _DetailNormalMap;
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half _DetailNormalMapScale;
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sampler2D _SpecGlossMap;
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sampler2D _MetallicGlossMap;
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half _Metallic;
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half _Glossiness;
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sampler2D _OcclusionMap;
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half _OcclusionStrength;
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sampler2D _ParallaxMap;
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half _Parallax;
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half _UVSec;
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half4 _EmissionColor;
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sampler2D _EmissionMap;
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float4 _EmissionMap_ST;
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//-------------------------------------------------------------------------------------
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// Input functions
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struct VertexInput
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{
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float4 vertex : POSITION;
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half3 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
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float2 uv2 : TEXCOORD2;
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#endif
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#ifdef _TANGENT_TO_WORLD
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half4 tangent : TANGENT;
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#endif
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#if defined(UNITY_VERTEX_INPUT_INSTANCE_ID)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#else
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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};
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float4 TexCoords(VertexInput v)
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{
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float4 texcoord;
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texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0
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texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap);
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return texcoord;
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}
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half DetailMask(float2 uv)
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{
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return tex2D (_DetailMask, uv).a;
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}
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#if defined(VERTEX_COLOR_ON)
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half3 Albedo(float4 texcoords, half4 color)
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#else
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half3 Albedo(float4 texcoords)
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#endif
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{
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half3 albedo = _Color.rgb * tex2D(_MainTex, texcoords.xy).rgb;
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#if _DETAIL
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#if (SHADER_TARGET < 30)
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// SM20: instruction count limitation
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// SM20: no detail mask
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half mask = 1;
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#else
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half mask = DetailMask(texcoords.xy);
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#endif
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half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb;
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#if _DETAIL_MULX2
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albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask);
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#elif _DETAIL_MUL
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albedo *= LerpWhiteTo (detailAlbedo, mask);
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#elif _DETAIL_ADD
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albedo += detailAlbedo * mask;
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#elif _DETAIL_LERP
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albedo = lerp (albedo, detailAlbedo, mask);
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#endif
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#endif
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return albedo;
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}
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half Alpha(float2 uv)
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{
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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return _Color.a;
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#else
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return tex2D(_MainTex, uv).a * _Color.a;
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#endif
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}
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half Occlusion(float2 uv)
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{
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#if (SHADER_TARGET < 30)
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// SM20: instruction count limitation
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// SM20: simpler occlusion
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return tex2D(_OcclusionMap, uv).r;
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#else
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half occ = tex2D(_OcclusionMap, uv).r;
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return LerpOneTo (occ, _OcclusionStrength);
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#endif
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}
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half4 SpecularGloss(float2 uv)
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{
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half4 sg;
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#ifdef _SPECGLOSSMAP
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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sg.rgb = tex2D(_SpecGlossMap, uv).rgb;
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sg.a = tex2D(_MainTex, uv).a;
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#else
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sg = tex2D(_SpecGlossMap, uv);
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#endif
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sg *= half4(_SpecColor.rgb, _Glossiness);
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#else
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sg.rgb = _SpecColor.rgb;
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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sg.a = tex2D(_MainTex, uv).a * _Glossiness;
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#else
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sg.a = _Glossiness;
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#endif
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#endif
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return sg;
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}
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half2 MetallicGloss(float2 uv)
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{
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half2 mg;
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#ifdef _METALLICGLOSSMAP
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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mg.r = tex2D(_MetallicGlossMap, uv).b;
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mg.g = tex2D(_MainTex, uv).a;
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#else
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mg = tex2D(_MetallicGlossMap, uv).bg;
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#endif
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mg *= half2(_Metallic, _Glossiness);
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#else
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mg.r = _Metallic;
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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mg.g = tex2D(_MainTex, uv).a * _Glossiness;
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#else
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mg.g = _Glossiness;
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#endif
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#endif
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// it's roughness, not glossiness. invert it
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mg.g = 1.0f - mg.g;
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return mg;
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}
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half2 MetallicRough(float2 uv)
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{
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half2 mg;
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#if UNITY_SETUP_BRDF_INPUT == MetallicSetup
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#ifdef _METALLICGLOSSMAP
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mg = half2(_Metallic, _Glossiness) * tex2D(_MetallicGlossMap, uv).bg;
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#else
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mg = half2(_Metallic, _Glossiness);
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#endif
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#else
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#ifdef _SPECGLOSSMAP
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mg.r = _Metallic;
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mg.g = 1.0f - _Glossiness * tex2D(_SpecGlossMap, uv).a;
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#else
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mg = half2(Metallic, 1.0f - _Glossiness);
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#endif
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#endif
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return mg;
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}
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half3 Emission(float2 uv)
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{
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#ifndef _EMISSION
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return 0;
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#else
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return tex2D(_EmissionMap, TRANSFORM_TEX(uv, _EmissionMap)).rgb * _EmissionColor.rgb;
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#endif
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}
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// see this link regarding unpacking instructions:
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// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/schema/material.normalTextureInfo.schema.json#L13
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half3 UnpackScaleNormalGLTF(half4 packednormal, half bumpScale)
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{
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float3 normal = packednormal.xyz * 2.0 - 1.0;
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normal.xy *= bumpScale;
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return normalize(normal);
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}
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#ifdef _NORMALMAP
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half3 NormalInTangentSpace(float4 texcoords)
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{
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half3 normalTangent = UnpackScaleNormalGLTF(tex2D (_BumpMap, texcoords.xy), _BumpScale);
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#if _DETAIL && defined(UNITY_ENABLE_DETAIL_NORMALMAP)
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half mask = DetailMask(texcoords.xy);
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half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale);
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#if _DETAIL_LERP
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normalTangent = lerp(
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normalTangent,
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detailNormalTangent,
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mask);
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#else
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normalTangent = lerp(
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normalTangent,
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BlendNormals(normalTangent, detailNormalTangent),
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mask);
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#endif
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#endif
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return normalTangent;
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}
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#endif
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float4 Parallax (float4 texcoords, half3 viewDir)
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{
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// D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit
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#define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \
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defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP)))
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#if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT)
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// SM20: instruction count limitation
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// SM20: no parallax
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return texcoords;
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#else
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half h = tex2D (_ParallaxMap, texcoords.xy).g;
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float2 offset = ParallaxOffset1Step (h, _Parallax, viewDir);
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return float4(texcoords.xy + offset, texcoords.zw + offset);
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#endif
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#undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT
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}
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#endif // UNITY_STANDARD_INPUT_INCLUDED
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