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Shader "Diffuse Lightmap" { | |
Properties { | |
_MainTex ("Texture 1", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
Pass { |
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// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |
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shader_type spatial; | |
render_mode unshaded, blend_mix, shadows_disabled; | |
uniform vec4 main_colour:source_color; | |
//calculates depth to the back of a cube behind each 0 to 1 UV face.bool | |
//If you have a cube where each face is 0 to 1 UV then it calculates the distance to each side and the back | |
//based on my earlier depth cube in Unity: https://gist.github.com/partybusiness/b7ec339d16d3f3b7e2b202ac4e5d8686 |