chore: initial commit
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Shader "MoreMountains/MMStandardEmission"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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_MetallicGlossMap("MetallicGlossMap", 2D) = "gray" {}
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_Metallic("Metallic", Range( 0 , 1)) = 1
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_Glossiness("Glossiness", Range( 0 , 1)) = 0.5
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_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Float) = 1
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_OcclusionMap("OcclusionMap", 2D) = "white" {}
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_OcclussionStrength("OcclussionStrength", Range( 0 , 1)) = 1
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[Enum(Off,0,On,1)][Header(Depth Blend)]_ZWrite("ZWrite", Range( 0 , 1)) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Range( 0 , 255)) = 167.5171
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[Enum(UnityEngine.Rendering.BlendMode)][Header(Blend Modes)]_BlendSrc("BlendSrc", Range( 0 , 255)) = 1
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[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", Range( 0 , 255)) = 10
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[Enum(UnityEngine.Rendering.CullMode)][Header(Cull)]_CullMode("CullMode", Range( 0 , 255)) = 0
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[Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask("ColorMask", Range( 0 , 255)) = 255
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[IntRange][Header(Stencil)]_Stencil("Stencil", Range( 0 , 255)) = 0
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[IntRange]_StencilReadMask("StencilReadMask", Range( 0 , 255)) = 15
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[IntRange]_StencilWriteMask("StencilWriteMask", Range( 0 , 255)) = 15
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[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("StencilComp", Range( 0 , 255)) = 0
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[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpPassFront("StencilOpPassFront", Range( 0 , 255)) = 0
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[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpFailFront("StencilOpFailFront", Range( 0 , 255)) = 0
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[Enum(UnityEngine.Rendering.StencilOp)]_StencilOpZFailFront("StencilOpZFailFront", Range( 0 , 255)) = 0
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_EmissionMap("EmissionMap", 2D) = "white" {}
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_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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_EmissionIntensity("EmissionIntensity", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true"
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}
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Cull [_CullMode]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOpPassFront]
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Fail [_StencilOpFailFront]
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ZFail [_StencilOpZFailFront]
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}
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#pragma target 3.0
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#pragma exclude_renderers vulkan xbox360 xboxone ps4 psp2 n3ds wiiu
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform half _ZTest;
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uniform half _StencilOpPassFront;
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uniform half _StencilComp;
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uniform float _StencilWriteMask;
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uniform float _StencilReadMask;
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uniform float _Stencil;
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uniform half _BlendSrc;
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uniform half _ZWrite;
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uniform half _CullMode;
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uniform half _BlendDst;
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uniform half _StencilOpFailFront;
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uniform half _ColorMask;
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uniform half _StencilOpZFailFront;
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uniform sampler2D _BumpMap;
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uniform float4 _BumpMap_ST;
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uniform float _BumpScale;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _Color;
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uniform sampler2D _EmissionMap;
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uniform float4 _EmissionMap_ST;
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uniform float4 _EmissionColor;
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uniform float _EmissionIntensity;
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uniform sampler2D _MetallicGlossMap;
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uniform float4 _MetallicGlossMap_ST;
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uniform half _Metallic;
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uniform half _Glossiness;
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uniform sampler2D _OcclusionMap;
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uniform float4 _OcclusionMap_ST;
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uniform half _OcclussionStrength;
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void surf(Input i, inout SurfaceOutputStandard o)
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{
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float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
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o.Normal = UnpackScaleNormal(tex2D(_BumpMap, uv_BumpMap), _BumpScale);
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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o.Albedo = (tex2D(_MainTex, uv_MainTex) * _Color).rgb;
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float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
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half3 Emission49 = ((tex2D(_EmissionMap, uv_EmissionMap)).rgb * (_EmissionColor).rgb * _EmissionIntensity);
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o.Emission = Emission49;
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float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
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float4 tex2DNode20 = tex2D(_MetallicGlossMap, uv_MetallicGlossMap);
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o.Metallic = (tex2DNode20.r * _Metallic);
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o.Smoothness = (tex2DNode20.a * _Glossiness);
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float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
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float lerpResult13 = lerp(tex2D(_OcclusionMap, uv_OcclusionMap).g, 1.0, _OcclussionStrength);
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o.Occlusion = lerpResult13;
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o.Alpha = 1;
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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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