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| Shader "Custom/StandardCurved" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| _Curvature ("Curvature", Range(0, 0.1)) = 0.01 | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } |
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| Shader "Custom/Tessellation cg" | |
| { | |
| Properties | |
| { | |
| _ColorMap ("Color Map", 2D) = "black" {} | |
| _TessellationFactor ("Tessellation Factor", Range(0, 64)) = 16 | |
| } | |
| SubShader | |
| { | |
| Tags {"RenderType"="Opaque"} |
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| Shader "Custom/Phong Tessellation Deferred" | |
| { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [NoScaleOffset][Normal] _NormalTex ("Normal (RGB)", 2D) = "bump" {} | |
| _NormalFactor ("Normal Strength", Range(0, 2)) = 1 | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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| // http://graphicrants.blogspot.com/2009/04/rgbm-color-encoding.html | |
| float4 RGBMEncode( float3 color ) { | |
| float4 rgbm; | |
| color *= 1.0 / 6.0; | |
| rgbm.a = saturate( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) ); | |
| rgbm.a = ceil( rgbm.a * 255.0 ) / 255.0; | |
| rgbm.rgb = color / rgbm.a; | |
| return rgbm; | |
| } |