deltavr multiplayer 2.0
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127
Assets/_PROJECT/Components/Portals2/6 Sided.shader
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127
Assets/_PROJECT/Components/Portals2/6 Sided.shader
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Unlit/6 Sided" {
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Properties {
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_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
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[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
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_Rotation ("Rotation", Range(0, 360)) = 0
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[NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D) = "grey" {}
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}
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SubShader {
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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half4 _Tint;
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half _Exposure;
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float _Rotation;
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float3 RotateAroundYInDegrees (float3 vertex, float degrees)
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{
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float alpha = degrees * UNITY_PI / 180.0;
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float sina, cosa;
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sincos(alpha, sina, cosa);
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float2x2 m = float2x2(cosa, -sina, sina, cosa);
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return float3(mul(m, vertex.xz), vertex.y).xzy;
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}
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
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o.vertex = UnityObjectToClipPos(rotated);
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o.texcoord = v.texcoord;
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return o;
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}
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half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode)
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{
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half4 tex = tex2D (smp, i.texcoord);
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half3 c = DecodeHDR (tex, smpDecode);
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c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
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c *= _Exposure;
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return half4(c, 1);
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}
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ENDCG
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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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#pragma target 2.0
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sampler2D _FrontTex;
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half4 _FrontTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
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ENDCG
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}
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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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#pragma target 2.0
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sampler2D _BackTex;
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half4 _BackTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
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ENDCG
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}
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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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#pragma target 2.0
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sampler2D _LeftTex;
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half4 _LeftTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
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ENDCG
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}
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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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#pragma target 2.0
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sampler2D _RightTex;
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half4 _RightTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
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ENDCG
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}
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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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#pragma target 2.0
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sampler2D _UpTex;
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half4 _UpTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
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ENDCG
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}
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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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#pragma target 2.0
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sampler2D _DownTex;
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half4 _DownTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
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ENDCG
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}
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}
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}
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