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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Skybox/Horizontal Skybox"
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{
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Properties
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{
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_Color1 ("Top Color", Color) = (1, 1, 1, 0)
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_Color2 ("Horizon Color", Color) = (1, 1, 1, 0)
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_Color3 ("Bottom Color", Color) = (1, 1, 1, 0)
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_Exponent1 ("Exponent Factor for Top Half", Float) = 1.0
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_Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0
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_Intensity ("Intensity Amplifier", Float) = 1.0
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 position : POSITION;
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float3 texcoord : 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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float4 position : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 _Color1;
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half4 _Color2;
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half4 _Color3;
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half _Intensity;
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half _Exponent1;
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half _Exponent2;
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half4 _MainTex_ST;
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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_VERTEX_OUTPUT_STEREO(o);
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o.position = UnityObjectToClipPos (v.position);
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o.texcoord = v.texcoord;
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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float p = normalize (i.texcoord).y;
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float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
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float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2);
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float p2 = 1.0f - p1 - p3;
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return (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity;
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Background" "Queue"="Background" }
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Pass
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{
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ZWrite Off
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Cull Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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