Added Unity project files
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FX/MirrorReflection"
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{
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Properties
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{
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_MainTex("Base (RGB)", 2D) = "white" {}
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[HideInInspector] _ReflectionTex0("", 2D) = "white" {}
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[HideInInspector] _ReflectionTex1("", 2D) = "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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#include "UnityInstancing.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _ReflectionTex0;
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sampler2D _ReflectionTex1;
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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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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 refl : TEXCOORD1;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.refl = ComputeNonStereoScreenPos(o.pos);
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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half4 tex = tex2D(_MainTex, i.uv);
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half4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl));
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return tex * refl;
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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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