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Shader "Custom/PlotLitShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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Cull Off
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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 vertex:vert
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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float3 localPos;
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};
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.localPos = v.vertex.xyz;
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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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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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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float3 p = IN.localPos * 10;
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p = abs(abs(frac(p)) - 0.5f) / 0.5f;
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p = pow(p +0.04f, 40) ;
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o.Albedo = c.rgb * (1 - (p.x + p.y + p.z) / 3.0f);
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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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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