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102
Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader
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102
Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader
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Shader "SpatialFramework/Textured Fresnel/Standard"
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{
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Properties
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{
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_EdgeColor("Edge Color", COLOR) = (1,1,1,1)
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_Color("Color", COLOR) = (.25,.25,.25,.25)
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_EdgeData("Edge min, max, S-strength, S-Blend", VECTOR) = (0, 0.85, 0.5, 1)
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// First, we do a stencil like technique of writing depth of the model,
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// so we don't have any transparent overdraw in subsequent steps
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
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Pass
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{
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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"LightMode" = "UniversalForward"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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Name "Depth Fill"
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Blend One One
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Lighting Off
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ZTest Less
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Offset -1, 0
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragEmpty
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#include "UnityCG.cginc"
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#include "TexturedStableFresnelCommon.cginc"
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ENDCG
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}
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Pass
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{
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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"LightMode" = "Always"
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}
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LOD 100
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Name "Depth Fill"
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Blend One One
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Lighting Off
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ZWrite Off
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Offset -1, 0
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragEmpty
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#include "UnityCG.cginc"
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#include "TexturedStableFresnelCommon.cginc"
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ENDCG
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}
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// Next, fill in with the base and rim color
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Pass
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{
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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}
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Name "Fresnel Color"
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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ZTest LEqual
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ZWrite Off
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Offset -1, 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragRimShader
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#include "UnityCG.cginc"
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#include "TexturedStableFresnelCommon.cginc"
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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