Added terrain and basic terrain textures
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53
Assets/Filamented/UnityLightingCommon.cginc
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53
Assets/Filamented/UnityLightingCommon.cginc
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#ifndef UNITY_LIGHTING_COMMON_INCLUDED
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#define UNITY_LIGHTING_COMMON_INCLUDED
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fixed4 _LightColor0;
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fixed4 _SpecColor;
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struct UnityLight
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{
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half3 color;
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half3 dir;
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half ndotl; // Deprecated: Ndotl is now calculated on the fly and is no longer stored. Do not used it.
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};
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struct UnityIndirect
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{
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half3 diffuse;
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half3 specular;
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};
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struct UnityGI
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{
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UnityLight light;
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UnityIndirect indirect;
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};
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struct UnityGIInput
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{
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UnityLight light; // pixel light, sent from the engine
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float3 worldPos;
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half3 worldViewDir;
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half atten;
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half3 ambient;
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// interpolated lightmap UVs are passed as full float precision data to fragment shaders
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// so lightmapUV (which is used as a tmp inside of lightmap fragment shaders) should
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// also be full float precision to avoid data loss before sampling a texture.
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float4 lightmapUV; // .xy = static lightmap UV, .zw = dynamic lightmap UV
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) || defined(UNITY_ENABLE_REFLECTION_BUFFERS)
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float4 boxMin[2];
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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float4 boxMax[2];
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float4 probePosition[2];
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#endif
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// HDR cubemap properties, use to decompress HDR texture
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float4 probeHDR[2];
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};
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#endif
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