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Assets/Plugins/Light2D/Resources/Shaders/NormalMap.shader
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Assets/Plugins/Light2D/Resources/Shaders/NormalMap.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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Used to create normal map buffer.
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*/
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Shader "Light2D/Internal/Normal Map Drawer" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_NormalTex ("Normalmap", 2D) = "bump" {}
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"LightObstacle"="True"
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}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 tangent : TANGENT;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 mainTexcoord : TEXCOORD0;
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half2 normalTexcoord : TEXCOORD1;
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half3 utangent : TEXCOORD2;
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half3 vtangent : TEXCOORD3;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _NormalTex;
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float4 _NormalTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.mainTexcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.normalTexcoord = TRANSFORM_TEX(v.texcoord, _NormalTex);
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o.utangent = normalize(mul((float3x3)unity_ObjectToWorld, half3(v.tangent.x, v.tangent.y, 0)));
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o.vtangent = normalize(mul((float3x3)unity_ObjectToWorld, half3(v.tangent.y, -v.tangent.x, 0)));
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 col = tex2D(_MainTex, i.mainTexcoord);
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fixed2 bumpMap = normalize(UnpackNormal(tex2D(_NormalTex, i.normalTexcoord)));
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bumpMap = -bumpMap;
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fixed2 bump = bumpMap.x*i.utangent + bumpMap.y*i.vtangent;
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fixed2 bumpOut = bump*0.5 + 0.5;
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return fixed4(bumpOut, 0, col.a);
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}
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ENDCG
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}
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}
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}
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