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Shader "Gleechi/Diffuse"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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[NOSCALEOFFSET] _diffuse("diffuse map", Cube) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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float3 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 normal : NORMAL;
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float3 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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samplerCUBE _diffuse;
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v2f vert(appdata 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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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o.color = v.color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * fixed4(i.color,1);
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fixed4 diffuseLight = texCUBElod(_diffuse, float4(i.normal, 1));
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diffuseLight /= diffuseLight + 1;
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return col * diffuseLight;
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}
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ENDCG
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}
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}
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}
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