portals activated with gems + some small optims
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humanDescription:
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||||
serializedVersion: 2
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human: []
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||||
skeleton: []
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||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
rootMotionBoneName:
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||||
rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
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||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
animationType: 0
|
||||
humanoidOversampling: 1
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 481c3b16c2861704c99ba94f5c195884
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||||
folderAsset: yes
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||||
timeCreated: 1512112794
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||||
licenseType: Store
|
||||
DefaultImporter:
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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1743
Assets/SineVFX/TranslucentCrystals/Resources/Shaders/Crystal.shader
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39fe729f5dcad0d41bc1d8df009668cb
|
||||
ShaderImporter:
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||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,395 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "Skybox/ProceduralDesaturated" {
|
||||
Properties {
|
||||
[KeywordEnum(None, Simple, High Quality)] _SunDisk ("Sun", Int) = 2
|
||||
_SunSize ("Sun Size", Range(0,1)) = 0.04
|
||||
|
||||
_AtmosphereThickness ("Atmosphere Thickness", Range(0,5)) = 1.0
|
||||
_SkyTint ("Sky Tint", Color) = (.5, .5, .5, 1)
|
||||
_GroundColor ("Ground", Color) = (.369, .349, .341, 1)
|
||||
|
||||
_Exposure("Exposure", Range(0, 8)) = 1.3
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
|
||||
Cull Off ZWrite Off
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
|
||||
#pragma multi_compile _SUNDISK_NONE _SUNDISK_SIMPLE _SUNDISK_HIGH_QUALITY
|
||||
|
||||
uniform half _Exposure; // HDR exposure
|
||||
uniform half3 _GroundColor;
|
||||
uniform half _SunSize;
|
||||
uniform half3 _SkyTint;
|
||||
uniform half _AtmosphereThickness;
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
#define GAMMA 2
|
||||
#define COLOR_2_GAMMA(color) color
|
||||
#define COLOR_2_LINEAR(color) color*color
|
||||
#define LINEAR_2_OUTPUT(color) sqrt(color)
|
||||
#else
|
||||
#define GAMMA 2.2
|
||||
// HACK: to get gfx-tests in Gamma mode to agree until UNITY_ACTIVE_COLORSPACE_IS_GAMMA is working properly
|
||||
#define COLOR_2_GAMMA(color) ((unity_ColorSpaceDouble.r>2.0) ? pow(color,1.0/GAMMA) : color)
|
||||
#define COLOR_2_LINEAR(color) color
|
||||
#define LINEAR_2_LINEAR(color) color
|
||||
#endif
|
||||
|
||||
// RGB wavelengths
|
||||
// .35 (.62=158), .43 (.68=174), .525 (.75=190)
|
||||
static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475);
|
||||
static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15);
|
||||
|
||||
#define OUTER_RADIUS 1.025
|
||||
static const float kOuterRadius = OUTER_RADIUS;
|
||||
static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS;
|
||||
static const float kInnerRadius = 1.0;
|
||||
static const float kInnerRadius2 = 1.0;
|
||||
|
||||
static const float kCameraHeight = 0.0001;
|
||||
|
||||
#define kRAYLEIGH (lerp(0.0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant
|
||||
#define kMIE 0.0010 // Mie constant
|
||||
#define kSUN_BRIGHTNESS 20.0 // Sun brightness
|
||||
|
||||
#define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos
|
||||
|
||||
static const half kSunScale = 400.0 * kSUN_BRIGHTNESS;
|
||||
static const float kKmESun = kMIE * kSUN_BRIGHTNESS;
|
||||
static const float kKm4PI = kMIE * 4.0 * 3.14159265;
|
||||
static const float kScale = 1.0 / (OUTER_RADIUS - 1.0);
|
||||
static const float kScaleDepth = 0.25;
|
||||
static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25;
|
||||
static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH
|
||||
|
||||
#define MIE_G (-0.990)
|
||||
#define MIE_G2 0.9801
|
||||
|
||||
#define SKY_GROUND_THRESHOLD 0.02
|
||||
|
||||
// fine tuning of performance. You can override defines here if you want some specific setup
|
||||
// or keep as is and allow later code to set it according to target api
|
||||
|
||||
// if set vprog will output color in final color space (instead of linear always)
|
||||
// in case of rendering in gamma mode that means that we will do lerps in gamma mode too, so there will be tiny difference around horizon
|
||||
// #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0
|
||||
|
||||
// sun disk rendering:
|
||||
// no sun disk - the fastest option
|
||||
#define SKYBOX_SUNDISK_NONE 0
|
||||
// simplistic sun disk - without mie phase function
|
||||
#define SKYBOX_SUNDISK_SIMPLE 1
|
||||
// full calculation - uses mie phase function
|
||||
#define SKYBOX_SUNDISK_HQ 2
|
||||
|
||||
// uncomment this line and change SKYBOX_SUNDISK_SIMPLE to override material settings
|
||||
// #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE
|
||||
|
||||
#ifndef SKYBOX_SUNDISK
|
||||
#if defined(_SUNDISK_NONE)
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_NONE
|
||||
#elif defined(_SUNDISK_SIMPLE)
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE
|
||||
#else
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_HQ
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
#define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 1
|
||||
#else
|
||||
#define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Calculates the Rayleigh phase function
|
||||
half getRayleighPhase(half eyeCos2)
|
||||
{
|
||||
return 0.75 + 0.75*eyeCos2;
|
||||
}
|
||||
half getRayleighPhase(half3 light, half3 ray)
|
||||
{
|
||||
half eyeCos = dot(light, ray);
|
||||
return getRayleighPhase(eyeCos * eyeCos);
|
||||
}
|
||||
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
// for HQ sun disk, we need vertex itself to calculate ray-dir per-pixel
|
||||
half3 vertex : TEXCOORD0;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half3 rayDir : TEXCOORD0;
|
||||
#else
|
||||
// as we dont need sun disk we need just rayDir.y (sky/ground threshold)
|
||||
half skyGroundFactor : TEXCOORD0;
|
||||
#endif
|
||||
|
||||
// calculate sky colors in vprog
|
||||
half3 groundColor : TEXCOORD1;
|
||||
half3 skyColor : TEXCOORD2;
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
half3 sunColor : TEXCOORD3;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
float scale(float inCos)
|
||||
{
|
||||
float x = 1.0 - inCos;
|
||||
#if defined(SHADER_API_N3DS)
|
||||
// The polynomial expansion here generates too many swizzle instructions for the 3DS vertex assembler
|
||||
// Approximate by removing x^1 and x^2
|
||||
return 0.25 * exp(-0.00287 + x*x*x*(-6.80 + x*5.25));
|
||||
#else
|
||||
return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
#endif
|
||||
}
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
float3 kSkyTintInGammaSpace = COLOR_2_GAMMA(_SkyTint); // convert tint from Linear back to Gamma
|
||||
float3 kScatteringWavelength = lerp (
|
||||
kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength,
|
||||
kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength,
|
||||
half3(1,1,1) - kSkyTintInGammaSpace); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point
|
||||
float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4);
|
||||
|
||||
float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS;
|
||||
float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265;
|
||||
|
||||
float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position
|
||||
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
|
||||
|
||||
float far = 0.0;
|
||||
half3 cIn, cOut;
|
||||
|
||||
if(eyeRay.y >= 0.0)
|
||||
{
|
||||
// Sky
|
||||
// Calculate the length of the "atmosphere"
|
||||
far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y;
|
||||
|
||||
float3 pos = cameraPos + far * eyeRay;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
float height = kInnerRadius + kCameraHeight;
|
||||
float depth = exp(kScaleOverScaleDepth * (-kCameraHeight));
|
||||
float startAngle = dot(eyeRay, cameraPos) / height;
|
||||
float startOffset = depth*scale(startAngle);
|
||||
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
float sampleLength = far / kSamples;
|
||||
float scaledLength = sampleLength * kScale;
|
||||
float3 sampleRay = eyeRay * sampleLength;
|
||||
float3 samplePoint = cameraPos + sampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
float3 frontColor = float3(0.0, 0.0, 0.0);
|
||||
// Weird workaround: WP8 and desktop FL_9_3 do not like the for loop here
|
||||
// (but an almost identical loop is perfectly fine in the ground calculations below)
|
||||
// Just unrolling this manually seems to make everything fine again.
|
||||
// for(int i=0; i<int(kSamples); i++)
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, samplePoint) / height;
|
||||
float cameraAngle = dot(eyeRay, samplePoint) / height;
|
||||
float scatter = (startOffset + depth*(scale(lightAngle) - scale(cameraAngle)));
|
||||
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, samplePoint) / height;
|
||||
float cameraAngle = dot(eyeRay, samplePoint) / height;
|
||||
float scatter = (startOffset + depth*(scale(lightAngle) - scale(cameraAngle)));
|
||||
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
|
||||
cIn = frontColor * (kInvWavelength * kKrESun);
|
||||
cOut = frontColor * kKmESun;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ground
|
||||
far = (-kCameraHeight) / (min(-0.001, eyeRay.y));
|
||||
|
||||
float3 pos = cameraPos + far * eyeRay;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
float depth = exp((-kCameraHeight) * (1.0/kScaleDepth));
|
||||
float cameraAngle = dot(-eyeRay, pos);
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, pos);
|
||||
float cameraScale = scale(cameraAngle);
|
||||
float lightScale = scale(lightAngle);
|
||||
float cameraOffset = depth*cameraScale;
|
||||
float temp = (lightScale + cameraScale);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
float sampleLength = far / kSamples;
|
||||
float scaledLength = sampleLength * kScale;
|
||||
float3 sampleRay = eyeRay * sampleLength;
|
||||
float3 samplePoint = cameraPos + sampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
float3 frontColor = float3(0.0, 0.0, 0.0);
|
||||
float3 attenuate;
|
||||
// for(int i=0; i<int(kSamples); i++) // Loop removed because we kept hitting SM2.0 temp variable limits. Doesn't affect the image too much.
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float scatter = depth*temp - cameraOffset;
|
||||
attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
|
||||
cIn = frontColor * (kInvWavelength * kKrESun + kKmESun);
|
||||
cOut = clamp(attenuate, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
OUT.vertex = -v.vertex;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
OUT.rayDir = half3(-eyeRay);
|
||||
#else
|
||||
OUT.skyGroundFactor = -eyeRay.y / SKY_GROUND_THRESHOLD;
|
||||
#endif
|
||||
|
||||
// if we want to calculate color in vprog:
|
||||
// 1. in case of linear: multiply by _Exposure in here (even in case of lerp it will be common multiplier, so we can skip mul in fshader)
|
||||
// 2. in case of gamma and SKYBOX_COLOR_IN_TARGET_COLOR_SPACE: do sqrt right away instead of doing that in fshader
|
||||
|
||||
OUT.groundColor = _Exposure * (cIn + COLOR_2_LINEAR(_GroundColor) * cOut);
|
||||
OUT.skyColor = _Exposure * (cIn * getRayleighPhase(_WorldSpaceLightPos0.xyz, -eyeRay));
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
OUT.sunColor = _Exposure * (cOut * _LightColor0.xyz);
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
OUT.groundColor = sqrt(OUT.groundColor);
|
||||
OUT.skyColor = sqrt(OUT.skyColor);
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
OUT.sunColor= sqrt(OUT.sunColor);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
|
||||
// Calculates the Mie phase function
|
||||
half getMiePhase(half eyeCos, half eyeCos2)
|
||||
{
|
||||
half temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
|
||||
temp = pow(temp, pow(_SunSize,0.65) * 10);
|
||||
temp = max(temp,1.0e-4); // prevent division by zero, esp. in half precision
|
||||
temp = 1.5 * ((1.0 - MIE_G2) / (2.0 + MIE_G2)) * (1.0 + eyeCos2) / temp;
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
temp = pow(temp, .454545);
|
||||
#endif
|
||||
return temp;
|
||||
}
|
||||
|
||||
half calcSunSpot(half3 vec1, half3 vec2)
|
||||
{
|
||||
half3 delta = vec1 - vec2;
|
||||
half dist = length(delta);
|
||||
half spot = 1.0 - smoothstep(0.0, _SunSize, dist);
|
||||
return kSunScale * spot * spot;
|
||||
}
|
||||
|
||||
half4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
half3 col = half3(0.0, 0.0, 0.0);
|
||||
|
||||
// if y > 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground
|
||||
// if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon
|
||||
// if y < 0 [eyeRay.y > 0] - sky
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, IN.vertex));
|
||||
half y = ray.y / SKY_GROUND_THRESHOLD;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half3 ray = IN.rayDir.xyz;
|
||||
half y = ray.y / SKY_GROUND_THRESHOLD;
|
||||
#else
|
||||
half y = IN.skyGroundFactor;
|
||||
#endif
|
||||
|
||||
// if we did precalculate color in vprog: just do lerp between them
|
||||
col = lerp(IN.skyColor, IN.groundColor, saturate(y));
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
if(y < 0.0)
|
||||
{
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half mie = calcSunSpot(_WorldSpaceLightPos0.xyz, -ray);
|
||||
#else // SKYBOX_SUNDISK_HQ
|
||||
half eyeCos = dot(_WorldSpaceLightPos0.xyz, ray);
|
||||
half eyeCos2 = eyeCos * eyeCos;
|
||||
half mie = getMiePhase(eyeCos, eyeCos2);
|
||||
#endif
|
||||
|
||||
col += mie * IN.sunColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && !SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
col = LINEAR_2_OUTPUT(col);
|
||||
#endif
|
||||
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