Created GLSL shaders (markdown)
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Shader "Snow Plane"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_BottomColor ("Bottom Color", Color) = (.8,.8,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_NormalMap ("Normal", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_HeightMap ("Height Map", 2D) = "white" {}
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_HeightAmount ("Height Amount", float) = 0.5
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_TessellationAmount ("Tessellation Amount", Range(1,32)) = 8
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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 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 vertex:vert addshadow tessellate:tess nolightmap
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float _TessellationAmount;
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float tess()
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{
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return _TessellationAmount;
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}
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#pragma target 4.6
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sampler2D _MainTex;
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sampler2D _NormalMap;
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sampler2D _HeightMap;
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struct Input
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{
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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fixed4 _BottomColor;
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float _HeightAmount;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void vert(inout appdata_full v)
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{
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float offset = tex2Dlod(_HeightMap, float4(v.texcoord.xy, 0, 0)).r * _HeightAmount;
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v.vertex.y += offset;
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}
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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float height = tex2D(_HeightMap, IN.uv_MainTex).r;
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * lerp(_BottomColor, _Color, height);
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o.Albedo = c.rgb;
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o.Normal = tex2D(_NormalMap, IN.uv_MainTex);
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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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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