forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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Shader "Scene/Wall"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_NormalTex ("Normal Map", 2D) = "bump" {}
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_Tiling ("Tiling", float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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LOD 200
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Stencil
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{
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Ref 1
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Comp NotEqual
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Pass Keep
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}
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CGPROGRAM
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#pragma surface surf Standard noshadow
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _NormalTex;
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fixed4 _Color;
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float _Tiling;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_NormalTex;
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};
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex * _Tiling) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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o.Normal = UnpackNormal (tex2D(_NormalTex, IN.uv_MainTex * _Tiling));
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}
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ENDCG
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}
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Fallback "VertexLit"
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}
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