Initial Commit
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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 Mapped Light" {
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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Blend OneMinusDstColor One
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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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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 normalTexcoord : TEXCOORD0;
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half2 lightTexcoord : TEXCOORD1;
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half3 lightPos : TEXCOORD2;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _NormalsBuffer;
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uniform half3 _LightPos;
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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.normalTexcoord = o.vertex*0.5 + 0.5;
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o.lightTexcoord = o.vertex*0.5 + 0.5;
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o.lightPos = mul(UNITY_MATRIX_VP, half4(_LightPos.xy, 0, 1));
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o.lightPos.z = _LightPos.z;
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o.lightPos.xy = o.lightPos.xy*0.5 + 0.5;
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#if UNITY_UV_STARTS_AT_TOP
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o.normalTexcoord.y = 1 - o.normalTexcoord.y;
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o.lightTexcoord.y = 1 - o.lightTexcoord.y;
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o.lightPos.y = 1 - o.lightPos.y;
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#endif
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 light = tex2D(_MainTex, i.lightTexcoord);
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half3 normal = normalize(tex2D(_NormalsBuffer, i.normalTexcoord)*2.0 - 1.0);
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half3 revLightDir = normalize(i.lightPos - half3(i.lightTexcoord, 0));
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half lightness = max(0, -dot(normal, revLightDir));
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return half4(light.rgb*lightness, light.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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