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URP drank all my Pepsi and called me a bitch
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63
Assets/Shaders/ToonShading/ToonBasic.shader
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63
Assets/Shaders/ToonShading/ToonBasic.shader
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Shader "Toon/Basic" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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Pass {
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Name "BASE"
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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samplerCUBE _ToonShade;
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float4 _MainTex_ST;
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float4 _Color;
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float3 cubenormal : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
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UNITY_TRANSFER_FOG(o,o.pos);
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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 = _Color * tex2D(_MainTex, i.texcoord);
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fixed4 cube = texCUBE(_ToonShade, i.cubenormal);
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fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a);
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UNITY_APPLY_FOG(i.fogCoord, c);
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return c;
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}
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ENDCG
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}
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}
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Fallback "VertexLit"
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}
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