NickFowler 4 years ago
parent
commit
8c852912e9
45 changed files with 3777 additions and 84 deletions
  1. +8
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      Assets/Horse.meta
  2. +643
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      Assets/Horse/CharacterShader.shader
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      Assets/Horse/CharacterShader.shader.meta
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      Assets/Horse/HorseMat 1.mat
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      Assets/Horse/HorseMat 1.mat.meta
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      Assets/Horse/HorseMat 2.mat
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      Assets/Horse/HorseMat 3.mat
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      Assets/Horse/HorseMat 3.mat.meta
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      Assets/Horse/HorseMat 4.mat
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      Assets/Horse/HorseMat 4.mat.meta
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      Assets/Horse/HorseMat 5.mat
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      Assets/Horse/HorseMat 5.mat.meta
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      Assets/Horse/HorseMat.mat
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      Assets/Horse/HorseMat.mat.meta
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      Assets/Horse/HorseModel.fbx
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      Assets/Horse/HorseModel.fbx.meta
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      Assets/Horse/New Scene.unity
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      Assets/Horse/New Scene.unity.meta
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      Assets/Horse/ShaderPaletteBW.png
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      Assets/Horse/ShaderPaletteBW.png.meta
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      Assets/Horse/ShortSledgeHammer.fbx
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      Assets/Horse/ShortSledgeHammer.fbx.meta
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      Assets/Horse/gradient_sheet_blackandwhite.png
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      Assets/Horse/gradient_sheet_blackandwhite.png.meta
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      Assets/Scripts/HumptyDumptyController.cs
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      Assets/Scripts/HumptyDumptyController.cs.meta
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      Assets/WorldAssets/Materials/Fog.mat
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      Assets/WorldAssets/Materials/Fog.mat.meta
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      Assets/WorldAssets/Materials/FogCloud_Mat.mat
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      Assets/WorldAssets/Materials/FogCloud_Mat.mat.meta
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      Assets/WorldAssets/Materials/HorseShader.mat
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      Assets/WorldAssets/Materials/HorseShader.mat.meta
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      Assets/WorldAssets/Prefabs/HammerPivot.prefab
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      Assets/WorldAssets/Prefabs/HammerPivot.prefab.meta
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      Assets/WorldAssets/Prefabs/LongSledgeHammer.prefab
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      Assets/WorldAssets/Prefabs/LongSledgeHammer.prefab.meta
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      Assets/WorldAssets/Prefabs/SmallSledgeHammer.prefab
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      Assets/WorldAssets/Shaders.meta
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      Assets/WorldAssets/Shaders/CharacterShader.shader
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      Assets/WorldAssets/Shaders/CharacterShader.shader.meta
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      Assets/WorldAssets/Shaders/Fog_Shader.shader
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      Assets/WorldAssets/Shaders/Fog_Shader.shader.meta
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      Assets/WorldAssets/Texture/ShaderPaletteBW.png
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      Assets/WorldAssets/Texture/ShaderPaletteBW.png.meta

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Assets/Horse.meta View File

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fileFormatVersion: 2
guid: 2cc17c32a0b395644ac14ac10e5850e5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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+ 643
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Assets/Horse/CharacterShader.shader View File

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/CharacterShader"
{
Properties
{
_SkinMain("Skin Main", Color) = (1,0.7583241,0.6839622,1)
_SkinSecondry("Skin Secondry", Color) = (0.990566,0.5706029,0.5466803,1)
_SkinFeatures("Skin Features", Color) = (0.9433962,0.7349925,0.6363475,1)
_Hair("Hair", Color) = (1,0.3348032,0,1)
_Color1("Color 1", Color) = (0.4413938,0.8421596,0.8584906,1)
_Color2("Color 2", Color) = (1,1,1,1)
_Color3("Color 3", Color) = (1,1,1,1)
_Color4("Color 4", Color) = (1,1,1,1)
_Color5("Color 5", Color) = (1,1,1,1)
_Color6("Color 6", Color) = (1,1,1,1)
_Color7("Color 7", Color) = (1,1,1,1)
_Color8("Color 8", Color) = (1,1,1,1)
_Black("Black", Color) = (0,0,0,1)
_White("White", Color) = (1,1,1,1)
_Grey1("Grey 1", Color) = (0.5849056,0.5849056,0.5849056,1)
_Grey2("Grey 2", Color) = (0.6698113,0.587731,0.5149964,1)
_Palette("Palette", 2D) = "white" {}
_Gradient("Gradient", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord : TEXCOORD0;
};
uniform float4 _SkinMain;
uniform sampler2D _Palette;
uniform float4 _SkinSecondry;
uniform float4 _SkinFeatures;
uniform float4 _Hair;
uniform float4 _Color1;
uniform float4 _Color2;
uniform float4 _Color3;
uniform float4 _Color4;
uniform float4 _Color5;
uniform float4 _Color6;
uniform float4 _Color7;
uniform float4 _Color8;
uniform float4 _Black;
uniform float4 _White;
uniform float4 _Grey1;
uniform float4 _Grey2;
uniform sampler2D _Gradient;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
float3 vertexValue = float3(0,0,0) ;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 finalColor;
float2 uv2 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float PaletteMask151 = tex2D( _Palette, uv2 ).r;
float Mask_1164 = ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) );
float4 lerpResult360 = lerp( _SkinMain , float4( 0,0,0,0 ) , Mask_1164);
float Mask_2155 = ( ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 2.0 * 0.05 ) ) );
float4 lerpResult362 = lerp( lerpResult360 , _SkinSecondry , Mask_2155);
float Mask_3180 = ( ( 1.0 - step( PaletteMask151 , ( 2.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 3.0 * 0.05 ) ) );
float4 lerpResult389 = lerp( lerpResult362 , _SkinFeatures , Mask_3180);
float Mask_4192 = ( ( 1.0 - step( PaletteMask151 , ( 3.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 4.0 * 0.05 ) ) );
float4 lerpResult394 = lerp( lerpResult389 , _Hair , Mask_4192);
float Mask_5204 = ( ( 1.0 - step( PaletteMask151 , ( 4.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 5.0 * 0.05 ) ) );
float4 lerpResult391 = lerp( lerpResult394 , _Color1 , Mask_5204);
float Mask_6217 = ( ( 1.0 - step( PaletteMask151 , ( 5.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 6.0 * 0.05 ) ) );
float4 lerpResult392 = lerp( lerpResult391 , _Color2 , Mask_6217);
float Mask_7228 = ( ( 1.0 - step( PaletteMask151 , ( 6.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 8.0 * 0.05 ) ) );
float4 lerpResult400 = lerp( lerpResult392 , _Color3 , Mask_7228);
float Mask_8240 = ( ( 1.0 - step( PaletteMask151 , ( 8.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 9.0 * 0.05 ) ) );
float4 lerpResult397 = lerp( lerpResult400 , _Color4 , Mask_8240);
float Mask_9252 = ( ( 1.0 - step( PaletteMask151 , ( 9.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 10.0 * 0.05 ) ) );
float4 lerpResult398 = lerp( lerpResult397 , _Color5 , Mask_9252);
float Mask_10265 = ( ( 1.0 - step( PaletteMask151 , ( 10.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 11.0 * 0.05 ) ) );
float4 lerpResult406 = lerp( lerpResult398 , _Color6 , Mask_10265);
float Mask_11276 = ( ( 1.0 - step( PaletteMask151 , ( 11.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 12.0 * 0.05 ) ) );
float4 lerpResult403 = lerp( lerpResult406 , _Color7 , Mask_11276);
float Mask_12288 = ( ( 1.0 - step( PaletteMask151 , ( 12.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 13.0 * 0.05 ) ) );
float4 lerpResult404 = lerp( lerpResult403 , _Color8 , Mask_12288);
float Mask_13300 = ( ( 1.0 - step( PaletteMask151 , ( 14.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 15.0 * 0.05 ) ) );
float4 lerpResult410 = lerp( lerpResult404 , _Black , Mask_13300);
float Mask_14312 = ( ( 1.0 - step( PaletteMask151 , ( 15.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 16.0 * 0.05 ) ) );
float4 lerpResult408 = lerp( lerpResult410 , _White , Mask_14312);
float Mask_15324 = ( ( 1.0 - step( PaletteMask151 , ( 16.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 17.0 * 0.05 ) ) );
float4 lerpResult409 = lerp( lerpResult408 , _Grey1 , Mask_15324);
float Mask_16336 = ( 1.0 - step( PaletteMask151 , ( 17.0 * 0.05 ) ) );
float4 lerpResult414 = lerp( lerpResult409 , _Grey2 , Mask_16336);
float4 Color418 = lerpResult414;
float2 uv427 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
finalColor = ( Color418 * tex2D( _Gradient, uv427 ).r );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HumptyDumptyController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/CharacterShader"
{
Properties
{
_SkinMain("Skin Main", Color) = (1,0.7583241,0.6839622,1)
_SkinSecondry("Skin Secondry", Color) = (0.990566,0.5706029,0.5466803,1)
_SkinFeatures("Skin Features", Color) = (0.9433962,0.7349925,0.6363475,1)
_Hair("Hair", Color) = (1,0.3348032,0,1)
_Color1("Color 1", Color) = (0.4413938,0.8421596,0.8584906,1)
_Color2("Color 2", Color) = (1,1,1,1)
_Color3("Color 3", Color) = (1,1,1,1)
_Color4("Color 4", Color) = (1,1,1,1)
_Color5("Color 5", Color) = (1,1,1,1)
_Color6("Color 6", Color) = (1,1,1,1)
_Color7("Color 7", Color) = (1,1,1,1)
_Color8("Color 8", Color) = (1,1,1,1)
_Black("Black", Color) = (0,0,0,1)
_White("White", Color) = (1,1,1,1)
_Grey1("Grey 1", Color) = (0.5849056,0.5849056,0.5849056,1)
_Grey2("Grey 2", Color) = (0.6698113,0.587731,0.5149964,1)
_Palette("Palette", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform float4 _SkinMain;
uniform sampler2D _Palette;
uniform float4 _SkinSecondry;
uniform float4 _SkinFeatures;
uniform float4 _Hair;
uniform float4 _Color1;
uniform float4 _Color2;
uniform float4 _Color3;
uniform float4 _Color4;
uniform float4 _Color5;
uniform float4 _Color6;
uniform float4 _Color7;
uniform float4 _Color8;
uniform float4 _Black;
uniform float4 _White;
uniform float4 _Grey1;
uniform float4 _Grey2;
void surf( Input i , inout SurfaceOutputStandard o )
{
float PaletteMask151 = tex2D( _Palette, i.uv_texcoord ).r;
float Mask_1164 = ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) );
float4 lerpResult360 = lerp( _SkinMain , float4( 0,0,0,0 ) , Mask_1164);
float Mask_2155 = ( ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 2.0 * 0.05 ) ) );
float4 lerpResult362 = lerp( lerpResult360 , _SkinSecondry , Mask_2155);
float Mask_3180 = ( ( 1.0 - step( PaletteMask151 , ( 2.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 3.0 * 0.05 ) ) );
float4 lerpResult389 = lerp( lerpResult362 , _SkinFeatures , Mask_3180);
float Mask_4192 = ( ( 1.0 - step( PaletteMask151 , ( 3.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 4.0 * 0.05 ) ) );
float4 lerpResult394 = lerp( lerpResult389 , _Hair , Mask_4192);
float Mask_5204 = ( ( 1.0 - step( PaletteMask151 , ( 4.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 5.0 * 0.05 ) ) );
float4 lerpResult391 = lerp( lerpResult394 , _Color1 , Mask_5204);
float Mask_6217 = ( ( 1.0 - step( PaletteMask151 , ( 5.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 6.0 * 0.05 ) ) );
float4 lerpResult392 = lerp( lerpResult391 , _Color2 , Mask_6217);
float Mask_7228 = ( ( 1.0 - step( PaletteMask151 , ( 6.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 8.0 * 0.05 ) ) );
float4 lerpResult400 = lerp( lerpResult392 , _Color3 , Mask_7228);
float Mask_8240 = ( ( 1.0 - step( PaletteMask151 , ( 8.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 9.0 * 0.05 ) ) );
float4 lerpResult397 = lerp( lerpResult400 , _Color4 , Mask_8240);
float Mask_9252 = ( ( 1.0 - step( PaletteMask151 , ( 9.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 10.0 * 0.05 ) ) );
float4 lerpResult398 = lerp( lerpResult397 , _Color5 , Mask_9252);
float Mask_10265 = ( ( 1.0 - step( PaletteMask151 , ( 10.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 11.0 * 0.05 ) ) );
float4 lerpResult406 = lerp( lerpResult398 , _Color6 , Mask_10265);
float Mask_11276 = ( ( 1.0 - step( PaletteMask151 , ( 11.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 12.0 * 0.05 ) ) );
float4 lerpResult403 = lerp( lerpResult406 , _Color7 , Mask_11276);
float Mask_12288 = ( ( 1.0 - step( PaletteMask151 , ( 12.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 13.0 * 0.05 ) ) );
float4 lerpResult404 = lerp( lerpResult403 , _Color8 , Mask_12288);
float Mask_13300 = ( ( 1.0 - step( PaletteMask151 , ( 14.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 15.0 * 0.05 ) ) );
float4 lerpResult410 = lerp( lerpResult404 , _Black , Mask_13300);
float Mask_14312 = ( ( 1.0 - step( PaletteMask151 , ( 15.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 16.0 * 0.05 ) ) );
float4 lerpResult408 = lerp( lerpResult410 , _White , Mask_14312);
float Mask_15324 = ( ( 1.0 - step( PaletteMask151 , ( 16.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 17.0 * 0.05 ) ) );
float4 lerpResult409 = lerp( lerpResult408 , _Grey1 , Mask_15324);
float Mask_16336 = ( 1.0 - step( PaletteMask151 , ( 17.0 * 0.05 ) ) );
float4 lerpResult414 = lerp( lerpResult409 , _Grey2 , Mask_16336);
float4 Color418 = lerpResult414;
o.Albedo = Color418.rgb;
o.Metallic = 0.0;
o.Smoothness = 0.0;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Animmal/Fog"
{
Properties
{
_FogIntensity("FogIntensity", Range( 0 , 1)) = 0
_FogMaxIntensity("FogMaxIntensity", Range( 0 , 1)) = 0
_FogColor("FogColor", Color) = (0.1470588,1,0.634,0)
[HideInInspector] __dirty( "", Int ) = 1
[Header(Forward Rendering Options)]
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma surface surf Standard alpha:fade keepalpha noshadow dithercrossfade
struct Input
{
float4 screenPos;
};
uniform float4 _FogColor;
uniform sampler2D _CameraDepthTexture;
uniform float _FogIntensity;
uniform float _FogMaxIntensity;
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Emission = _FogColor.rgb;
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float eyeDepth10 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(ase_screenPos))));
float clampResult19 = clamp( ( abs( ( eyeDepth10 - ase_screenPos.w ) ) * (0.1 + (_FogIntensity - 0) * (0.4 - 0.1) / (1 - 0)) ) , 0 , _FogMaxIntensity );
o.Alpha = clampResult19;
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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