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#ifndef SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#define SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _Cutoff;
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float _ZWriteOffset;
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struct VertexInput {
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float4 positionOS : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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VertexOutput DepthOnlyVertex (VertexInput v) {
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VertexOutput o;
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o.positionCS = UnityObjectToClipPos(v.positionOS - float4(0, 0, _ZWriteOffset, 0));
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o.texcoordAndAlpha.xy = v.texcoord;
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o.texcoordAndAlpha.z = 0;
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o.texcoordAndAlpha.a = v.vertexColor.a;
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return o;
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}
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float4 DepthOnlyFragment (VertexOutput input) : SV_Target{
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float4 texColor = tex2D(_MainTex, input.texcoordAndAlpha.rg);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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clip(texColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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fileFormatVersion: 2
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guid: 27351ce55d3beb643ae8d9385db21941
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,42 @@
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#ifndef SPINE_OUTLINE_COMMON_INCLUDED
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#define SPINE_OUTLINE_COMMON_INCLUDED
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float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
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float2 uv, float vertexColorAlpha,
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float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
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float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
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float4 texColor = fixed4(0, 0, 0, 0);
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float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
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float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
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float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
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float xOffsetDiagonal = mainTextureTexelSize.x * outlineWidthCompensated * 0.7;
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float yOffsetDiagonal = mainTextureTexelSize.y * outlineWidthCompensated * 0.7;
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float pixelCenter = tex2D(mainTexture, uv).a;
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float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
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float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
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float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
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float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
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float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
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#if _USE8NEIGHBOURHOOD_ON
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float numSamples = 8;
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float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
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pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
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* vertexColorAlpha / numSamples;
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#else // 4 neighbourhood
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float numSamples = 1;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
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#endif
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float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
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float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter;
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return lerp(texColor, OutlineColor, outlineAlpha);
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}
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#endif
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fileFormatVersion: 2
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guid: a8d610b87be4e82409e18a63a930d335
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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#ifndef SKELETON_LIT_COMMON_SHADOW_INCLUDED
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#define SKELETON_LIT_COMMON_SHADOW_INCLUDED
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float4 uvAndAlpha : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vertShadow(appdata_base v, float4 vertexColor : COLOR) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvAndAlpha.z = 0;
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o.uvAndAlpha.a = vertexColor.a;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed SHADOW_CUTOFF;
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float4 fragShadow (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - SHADOW_CUTOFF);
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SHADOW_CASTER_FRAGMENT(i)
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}
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#endif
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fileFormatVersion: 2
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guid: c7297b25c81d2494e8e73b742e3c7345
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timeCreated: 1564083752
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licenseType: Free
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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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#ifndef SKELETON_LIT_COMMON_INCLUDED
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#define SKELETON_LIT_COMMON_INCLUDED
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#include "UnityCG.cginc"
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// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
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#if defined(SHADER_API_GLES)
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#define LIGHT_LOOP_LIMIT 8
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#elif defined(SHADER_API_N3DS)
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#define LIGHT_LOOP_LIMIT 4
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#else
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#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
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#endif
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////////////////////////////////////////
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// Alpha Clipping
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//
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#if defined(_ALPHA_CLIP)
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uniform fixed _Cutoff;
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
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#else
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#define ALPHA_CLIP(pixel, color)
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#endif
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half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
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half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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// diffuse
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half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
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return color * atten;
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}
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half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) {
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float3 dirToLight = unity_LightPosition[idx].xyz;
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half att = 1.0;
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#if defined(POINT) || defined(SPOT)
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dirToLight -= eyePosition * unity_LightPosition[idx].w;
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// distance attenuation
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float distSqr = dot(dirToLight, dirToLight);
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att /= (1.0 + unity_LightAtten[idx].z * distSqr);
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if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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dirToLight *= rsqrt(distSqr);
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#if defined(SPOT)
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// spot angle attenuation
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half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
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half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
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att *= saturate(spotAtt);
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#endif
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#endif
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att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
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return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0);
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}
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int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
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struct appdata {
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float3 pos : POSITION;
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float3 normal : NORMAL;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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fixed4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert (appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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half4 color = v.color;
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float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
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half3 fixedNormal = half3(0,0,-1);
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half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half faceSign = sign(eyeNormal.z);
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eyeNormal *= faceSign;
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#endif
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// Lights
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half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
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for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
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lcolor += computeOneLight(il, eyePos, eyeNormal, color);
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}
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color.rgb = lcolor.rgb;
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o.color = saturate(color);
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o.uv0 = v.uv0;
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o.pos = UnityObjectToClipPos(v.pos);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (VertexOutput i) : SV_Target {
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fixed4 tex = tex2D(_MainTex, i.uv0);
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ALPHA_CLIP(tex, i.color);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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tex.rgb *= tex.a;
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#endif
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fixed4 col = tex * i.color;
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col.rgb *= 2;
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return col;
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}
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#endif
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fileFormatVersion: 2
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guid: 70c77c02aabd5e44f94aab48dd0be7b2
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timeCreated: 1564083752
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licenseType: Free
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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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@@ -0,0 +1,27 @@
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#ifndef SKELETON_TINT_COMMON_INCLUDED
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#define SKELETON_TINT_COMMON_INCLUDED
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float4 fragTintedColor(float4 texColor, float3 darkTintColor, float4 lightTintColorPMA, float lightColorAlpha, float darkColorAlpha) {
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float a = texColor.a * lightTintColorPMA.a;
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#if !defined(_STRAIGHT_ALPHA_INPUT)
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float3 texDarkColor = (texColor.a - texColor.rgb);
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#else
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float3 texDarkColor = (1 - texColor.rgb);
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#endif
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float3 darkColor = texDarkColor * darkTintColor.rgb * lightColorAlpha;
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float3 lightColor = texColor.rgb * lightTintColorPMA.rgb;
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float4 fragColor = float4(darkColor + lightColor, a);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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fragColor.rgb *= texColor.a;
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#endif
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#if defined(_DARK_COLOR_ALPHA_ADDITIVE)
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fragColor.a = a * (1 - darkColorAlpha);
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#endif
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return fragColor;
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}
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#endif
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: cc9439c8e75fb7e4c82ad725b649b047
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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