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Shader "Ultimate Character Controller/Demo/TerrainSurface"
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{
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Properties
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{
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_Mask ("Mask", 2D) = "black" {}
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_MainTex ("Albedo 0", 2D) = "white" {}
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_MainTex2 ("Albedo 1", 2D) = "white" {}
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_NormalMap ("NormalMap 0", 2D) = "bump" {}
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_NormalMap2 ("NormalMap 1", 2D) = "bump" {}
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[LM_Specular] [LM_Glossiness] _SpecGlossMap("Specular 0", 2D) = "white" {}
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[LM_Specular] [LM_Glossiness] _SpecGlossMap2("Specular 1", 2D) = "white" {}
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}
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// SM3+
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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CGPROGRAM
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#pragma surface surf StandardSpecular fullforwardshadows addshadow
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// until texCubeLOD is solved
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#pragma exclude_renderers gles
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#pragma target 3.0
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struct Input
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{
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float4 color;
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float2 uv_MainTex;
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float2 uv_MainTex2;
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float2 uv_Mask;
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};
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sampler2D _MainTex;
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sampler2D _MainTex2;
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sampler2D _NormalMap;
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sampler2D _NormalMap2;
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sampler2D _SpecGlossMap;
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sampler2D _SpecGlossMap2;
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sampler2D _Mask;
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void surf (Input IN, inout SurfaceOutputStandardSpecular o)
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{
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fixed blend = tex2D(_Mask, IN.uv_Mask).a;
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fixed4 albedo1 = tex2D(_MainTex, IN.uv_MainTex);
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fixed4 spec1 = tex2D(_SpecGlossMap, IN.uv_MainTex);
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fixed3 normal1 = UnpackNormal (tex2D (_NormalMap, IN.uv_MainTex));
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fixed4 albedo2 = tex2D(_MainTex2, IN.uv_MainTex2);
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fixed4 spec2 = tex2D(_SpecGlossMap2, IN.uv_MainTex2);
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fixed3 normal2 = UnpackNormal (tex2D (_NormalMap2, IN.uv_MainTex2));
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fixed4 specGloss = lerp (spec1, spec2, blend);
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o.Albedo = lerp (albedo1, albedo2, blend);
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o.Specular = specGloss.rgb;
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o.Smoothness = specGloss.a;
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o.Normal = lerp (normal1, normal2, blend);
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}
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ENDCG
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}
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}
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