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// Surface shader that will display an overlay texture.
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Shader "Ultimate Character Controller/Demo/Emissive" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Emissive (RGB)", 2D) = "white" {}
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[HDR]_EmissiveColor ("Emissive Color", Color) = (1,1,1,1)
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_EmissiveSpeed("Emissive Speed", Float) = 0.0
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}
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SubShader {
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Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
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LOD 200
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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
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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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};
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fixed4 _Color;
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fixed4 _EmissiveColor;
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fixed _EmissiveSpeed;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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o.Albedo = _Color.rgb;
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float2 emissiveUV = float2(IN.uv_MainTex.x +( (_Time.y - floor(_Time.y)) * _EmissiveSpeed), IN.uv_MainTex.y);
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fixed4 emissive = tex2D(_MainTex, emissiveUV) * _EmissiveColor;
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o.Emission = emissive.rgb;
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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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