mirror of
https://github.com/Xevion/Paths.git
synced 2025-12-10 20:07:55 -06:00
reformat shader with Rider's improved formatting
this formatting and intellisense was not available when the Shader was originally developed
This commit is contained in:
@@ -63,7 +63,7 @@ Material:
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _GridSize: 31
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- _GridSize: 32
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- _LineSize: 0.05
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- _Metallic: 0
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- _Mode: 0
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@@ -1,106 +1,120 @@
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "PDT Shaders/TestGrid" {
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Properties {
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_LineColor ("Line Color", Color) = (1,1,1,1)
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_InactiveColor ("Inactive Color", Color) = (0,0,0,0)
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_ActiveColor ("Active Color", Color) = (1,0,0,1)
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[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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[IntRange] _GridSize("Grid Size", Range(1,100)) = 10
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_LineSize("Line Size", Range(0,1)) = 0.15
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
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LOD 200
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Shader "PDT Shaders/TestGrid"
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{
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Properties
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{
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_LineColor ("Line Color", Color) = (1,1,1,1)
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_InactiveColor ("Inactive Color", Color) = (0,0,0,0)
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_ActiveColor ("Active Color", Color) = (1,0,0,1)
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[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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[IntRange] _GridSize("Grid Size", Range(1,100)) = 10
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_LineSize("Line Size", Range(0,1)) = 0.15
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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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"Queue"="AlphaTest" "RenderType"="TransparentCutout"
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}
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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#pragma target 5.0
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sampler2D _MainTex;
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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#pragma target 5.0
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struct Input {
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float2 uv_MainTex;
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};
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sampler2D _MainTex;
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half _Glossiness = 0.0;
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half _Metallic = 0.0;
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float4 _LineColor;
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float4 _InactiveColor;
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float4 _ActiveColor;
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static const float4 _gridColors[7] = {
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float4(255 / 255.0, 255 / 255.0, 255 / 255.0, 1.0), // Empty
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float4(0 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // Wall
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float4(0 / 255.0, 255 / 255.0, 0 / 255.0, 1.0), // Start
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float4(255 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // End
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float4(252 / 255.0, 236 / 255.0, 3 / 255.0, 1.0), // Seen
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float4(227 / 255.0, 65 / 255.0, 11 / 255.0, 1.0), // Expanded
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float4(166 / 255.0, 2 / 255.0, 51 / 255.0, 1.0) // Path
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struct Input
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{
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float2 uv_MainTex;
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};
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float _GridSize;
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float _LineSize;
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half _Glossiness = 0.0;
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half _Metallic = 0.0;
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float4 _LineColor;
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float4 _InactiveColor;
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float4 _ActiveColor;
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static const float4 _gridColors[7] = {
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float4(255 / 255.0, 255 / 255.0, 255 / 255.0, 1.0), // Empty
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float4(0 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // Wall
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float4(0 / 255.0, 255 / 255.0, 0 / 255.0, 1.0), // Start
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float4(255 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // End
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float4(252 / 255.0, 236 / 255.0, 3 / 255.0, 1.0), // Seen
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float4(227 / 255.0, 65 / 255.0, 11 / 255.0, 1.0), // Expanded
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float4(166 / 255.0, 2 / 255.0, 51 / 255.0, 1.0) // Path
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};
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float _GridSize;
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float _LineSize;
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// DX11 needed to run shader at high grid sizes
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#ifdef SHADER_API_D3D11
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StructuredBuffer<int> _values;
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#else
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#ifdef SHADER_API_D3D11
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StructuredBuffer<int> _values;
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#else
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float _values[1024];
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#endif
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float _valueLength;
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#endif
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float _valueLength;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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float2 uv = IN.uv_MainTex;
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = float4(0.0,0.0,0.0,0.0);
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float gsize = floor(_GridSize);
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gsize += _LineSize;
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float2 uv = IN.uv_MainTex;
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float2 id = float2(floor(uv.x/(1.0/gsize)), floor(uv.y/(1.0/gsize)));
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fixed4 c = float4(0.0, 0.0, 0.0, 0.0);
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float gsize = floor(_GridSize);
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gsize += _LineSize;
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float2 id = float2(
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floor(uv.x / (1.0 / gsize)), floor(uv.y / (1.0 / gsize))
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);
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float4 color = _InactiveColor;
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float brightness = _InactiveColor.w;
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float4 color = _InactiveColor;
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float brightness = _InactiveColor.w;
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// Line Color Check
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if (_LineSize > 0.0 && (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)){
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color = _LineColor;
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brightness = color.w;
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// Heatmap Value Fallback
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} else {
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float pos = id.y * _GridSize + id.x;
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if(pos < _valueLength) {
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float index = _values[pos];
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color = _gridColors[index];
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// color = lerp(_InactiveColor, _ActiveColor, _values[pos]);
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brightness = color.w;
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}
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}
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if (_LineSize > 0.0 && (frac(uv.x * gsize) <= _LineSize || frac(uv.y * gsize) <= _LineSize))
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{
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color = _LineColor;
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brightness = color.w;
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// Heatmap Value Fallback
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}
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else
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{
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float pos = id.y * _GridSize + id.x;
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if (pos < _valueLength)
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{
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float index = _values[pos];
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color = _gridColors[index];
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// color = lerp(_InactiveColor, _ActiveColor, _values[pos]);
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brightness = color.w;
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}
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}
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// Clip transparent spots using alpha cutout
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if (brightness == 0.0)
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clip(c.a - 1.0);
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o.Albedo = float4(color.x * brightness,color.y * brightness,color.z * brightness, brightness);
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// Metallic and smoothness come from slider variables
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o.Metallic = 0.0;
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o.Smoothness = 0.0;
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o.Alpha = 0.0;
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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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// Clip transparent spots using alpha cutout
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if (brightness == 0.0)
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clip(c.a - 1.0);
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o.Albedo = float4(color.x * brightness, color.y * brightness, color.z * brightness, brightness);
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// Metallic and smoothness come from slider variables
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o.Metallic = 0.0;
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o.Smoothness = 0.0;
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o.Alpha = 0.0;
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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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