Merge pull request 'dynamic-camera' (#2) from dynamic-camera into main
Reviewed-on: #2
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								Assets/Lava_Flowing_Shader/ReadMe.txt
									
									
									
									
									
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					***********************************
 | 
				
			||||||
 | 
					Lava Flowing Shader
 | 
				
			||||||
 | 
					Version 1.2
 | 
				
			||||||
 | 
					Date 22 July 2016
 | 
				
			||||||
 | 
					For Unity 5.3.5 or up
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					by Moonflower Carnivore
 | 
				
			||||||
 | 
					***********************************
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Lava Flowing Shader allows you to create lava flowing effect on mesh/plane. 
 | 
				
			||||||
 | 
					It simulates the liquid distortion effect that a simple scrolling UV is 
 | 
				
			||||||
 | 
					incapable of. Please watch our youtube video of the effect:
 | 
				
			||||||
 | 
					https://www.youtube.com/watch?v=ItXkajNdp44
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					For detailed instructions about using this Lava Flowing Shader please 
 | 
				
			||||||
 | 
					read our online google doc here:
 | 
				
			||||||
 | 
					https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					We are Moonflower Carnivore and we provide game assets like particle 
 | 
				
			||||||
 | 
					effects and simple shaders. Please like our Facebook page 
 | 
				
			||||||
 | 
					https://www.facebook.com/MoonflowerCarnivore
 | 
				
			||||||
 | 
					and rate our packages in Unity Asset Store if you like our work! 
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
							
								
								
									
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								Assets/Lava_Flowing_Shader/Scripts.meta
									
									
									
									
									
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										20
									
								
								Assets/Lava_Flowing_Shader/Scripts/ScrollingUVs_Layers.cs
									
									
									
									
									
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										20
									
								
								Assets/Lava_Flowing_Shader/Scripts/ScrollingUVs_Layers.cs
									
									
									
									
									
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							@ -0,0 +1,20 @@
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			|||||||
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					using UnityEngine;
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class ScrollingUVs_Layers : MonoBehaviour 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						//public int materialIndex = 0;
 | 
				
			||||||
 | 
						public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
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			||||||
 | 
						public string textureName = "_MainTex";
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			||||||
 | 
						
 | 
				
			||||||
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						Vector2 uvOffset = Vector2.zero;
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			||||||
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			||||||
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						void LateUpdate() 
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			||||||
 | 
						{
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			||||||
 | 
							uvOffset += ( uvAnimationRate * Time.deltaTime );
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			||||||
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							if( GetComponent<Renderer>().enabled )
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			||||||
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							{
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			||||||
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								GetComponent<Renderer>().sharedMaterial.SetTextureOffset( textureName, uvOffset );
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			||||||
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							}
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			||||||
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						}
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								Assets/Lava_Flowing_Shader/Shaders.meta
									
									
									
									
									
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								Assets/Lava_Flowing_Shader/Shaders.meta
									
									
									
									
									
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					// Simplified Diffuse shader. Differences from regular Diffuse one:
 | 
				
			||||||
 | 
					// - no Main Color
 | 
				
			||||||
 | 
					// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Shader "Lava Flowing Shader/Diffuse/Distort" 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					Properties 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
				
			||||||
 | 
						_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
				
			||||||
 | 
						_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
				
			||||||
 | 
						_Distort ("_Distort A", 2D) = "white" {}
 | 
				
			||||||
 | 
						_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					SubShader 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						Tags { "RenderType"="Opaque" }
 | 
				
			||||||
 | 
						LOD 150
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						CGPROGRAM
 | 
				
			||||||
 | 
						#pragma surface surf Lambert noforwardadd
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						sampler2D _MainTex;
 | 
				
			||||||
 | 
						sampler2D _Distort;
 | 
				
			||||||
 | 
						sampler2D _LavaTex;
 | 
				
			||||||
 | 
						fixed _DistortX;
 | 
				
			||||||
 | 
						fixed _DistortY;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						struct Input 
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							float2 uv2_LavaTex;
 | 
				
			||||||
 | 
							float2 uv_MainTex;
 | 
				
			||||||
 | 
						};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						void surf (Input IN, inout SurfaceOutput o) 
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
 | 
				
			||||||
 | 
							fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							fixed2 uv_scroll;
 | 
				
			||||||
 | 
							uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
 | 
				
			||||||
 | 
							c.rgb = lerp(tex2.rgb,c.rgb,c.a);
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							o.Albedo = c.rgb;
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							//Use the below two lines if you want the rock part be diffuse but lava part is unlit
 | 
				
			||||||
 | 
							//o.Albedo = c.rgb*c.a;
 | 
				
			||||||
 | 
							//o.Emission = c.rgb*(1-c.a);
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							o.Alpha = c.a;
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						ENDCG
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Fallback "Mobile/VertexLit"
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -0,0 +1,9 @@
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			||||||
							
								
								
									
										71
									
								
								Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										71
									
								
								Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,71 @@
 | 
				
			|||||||
 | 
					// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Shader "Lava Flowing Shader/Unlit/Distort" 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					Properties {
 | 
				
			||||||
 | 
						//_Color ("Main Color", Color) = (1,1,1)
 | 
				
			||||||
 | 
						_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
				
			||||||
 | 
						_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
				
			||||||
 | 
						_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
				
			||||||
 | 
						_Distort ("_Distort A", 2D) = "white" {}
 | 
				
			||||||
 | 
						_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Category {
 | 
				
			||||||
 | 
						Tags { "RenderType"="Opaque" }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						Lighting Off
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						SubShader {
 | 
				
			||||||
 | 
							Pass {
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
								CGPROGRAM
 | 
				
			||||||
 | 
								#pragma vertex vert
 | 
				
			||||||
 | 
								#pragma fragment frag
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								#include "UnityCG.cginc"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								sampler2D _MainTex;
 | 
				
			||||||
 | 
								sampler2D _Distort;
 | 
				
			||||||
 | 
								sampler2D _LavaTex;
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								struct appdata_t {
 | 
				
			||||||
 | 
									fixed4 vertex : POSITION;
 | 
				
			||||||
 | 
									fixed2 texcoord : TEXCOORD0;
 | 
				
			||||||
 | 
								};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								struct v2f {
 | 
				
			||||||
 | 
									fixed4 vertex : SV_POSITION;
 | 
				
			||||||
 | 
									fixed2 texcoord : TEXCOORD0;
 | 
				
			||||||
 | 
									fixed2 texcoord1 : TEXCOORD1;
 | 
				
			||||||
 | 
								};
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 _MainTex_ST;
 | 
				
			||||||
 | 
								fixed4 _LavaTex_ST;
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed _DistortX;
 | 
				
			||||||
 | 
								fixed _DistortY;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								v2f vert (appdata_t v)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									v2f o;
 | 
				
			||||||
 | 
									o.vertex = UnityObjectToClipPos(v.vertex);
 | 
				
			||||||
 | 
									o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
				
			||||||
 | 
									o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
				
			||||||
 | 
									return o;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 frag (v2f i) : SV_Target
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
				
			||||||
 | 
									fixed distort = tex2D(_Distort, i.texcoord).a;
 | 
				
			||||||
 | 
									fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
 | 
				
			||||||
 | 
									tex = lerp(tex2,tex,tex.a);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
									return tex;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								ENDCG 
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}	
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -0,0 +1,7 @@
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@ -0,0 +1,72 @@
 | 
				
			|||||||
 | 
					// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Shader "Lava Flowing Shader/Unlit/Distort Transparent" 
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					Properties {
 | 
				
			||||||
 | 
						//_Color ("Main Color", Color) = (1,1,1)
 | 
				
			||||||
 | 
						_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
				
			||||||
 | 
						_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
				
			||||||
 | 
						_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
				
			||||||
 | 
						_Distort ("_Distort A", 2D) = "white" {}
 | 
				
			||||||
 | 
						_LavaTex ("_LavaTex RGBA", 2D) = "white" {}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Category {
 | 
				
			||||||
 | 
						//Tags { "RenderType"="Opaque" }
 | 
				
			||||||
 | 
						Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
 | 
				
			||||||
 | 
						Blend SrcAlpha OneMinusSrcAlpha
 | 
				
			||||||
 | 
						Cull back Lighting Off ZWrite Off
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						SubShader {
 | 
				
			||||||
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							Pass {
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			||||||
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			||||||
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								CGPROGRAM
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			||||||
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								#pragma vertex vert
 | 
				
			||||||
 | 
								#pragma fragment frag
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								#include "UnityCG.cginc"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								sampler2D _MainTex;
 | 
				
			||||||
 | 
								sampler2D _Distort;
 | 
				
			||||||
 | 
								sampler2D _LavaTex;
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								struct appdata_t {
 | 
				
			||||||
 | 
									fixed4 vertex : POSITION;
 | 
				
			||||||
 | 
									fixed2 texcoord : TEXCOORD0;
 | 
				
			||||||
 | 
								};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								struct v2f {
 | 
				
			||||||
 | 
									fixed4 vertex : SV_POSITION;
 | 
				
			||||||
 | 
									fixed2 texcoord : TEXCOORD0;
 | 
				
			||||||
 | 
									fixed2 texcoord1 : TEXCOORD1;
 | 
				
			||||||
 | 
								};
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 _MainTex_ST;
 | 
				
			||||||
 | 
								fixed4 _LavaTex_ST;
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed _DistortX;
 | 
				
			||||||
 | 
								fixed _DistortY;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								v2f vert (appdata_t v)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									v2f o;
 | 
				
			||||||
 | 
									o.vertex = UnityObjectToClipPos(v.vertex);
 | 
				
			||||||
 | 
									o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
				
			||||||
 | 
									o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
				
			||||||
 | 
									return o;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 frag (v2f i) : SV_Target
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
				
			||||||
 | 
									fixed distort = tex2D(_Distort, i.texcoord).a;
 | 
				
			||||||
 | 
									fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
 | 
				
			||||||
 | 
									tex = lerp(tex2,tex,tex.a);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
									return tex;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								ENDCG 
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}	
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					}
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					  defaultTextures: []
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					  assetBundleName: 
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					  assetBundleVariant: 
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			|||||||
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					// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
				
			||||||
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 | 
				
			||||||
 | 
					Shader "Lava Flowing Shader/Unlit/Simple" 
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			||||||
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					{
 | 
				
			||||||
 | 
					Properties {
 | 
				
			||||||
 | 
						//_Color ("Main Color", Color) = (1,1,1)
 | 
				
			||||||
 | 
						_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
				
			||||||
 | 
						_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
				
			||||||
 | 
					}
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			||||||
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			||||||
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						Tags { "RenderType"="Opaque" }
 | 
				
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 | 
				
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						Lighting Off
 | 
				
			||||||
 | 
						
 | 
				
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						SubShader {
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							Pass {
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			||||||
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								CGPROGRAM
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			||||||
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								#pragma vertex vert
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			||||||
 | 
								#pragma fragment frag
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			||||||
 | 
					
 | 
				
			||||||
 | 
								#include "UnityCG.cginc"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								sampler2D _MainTex;
 | 
				
			||||||
 | 
								sampler2D _LavaTex;
 | 
				
			||||||
 | 
								
 | 
				
			||||||
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								struct appdata_t {
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			||||||
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									fixed4 vertex : POSITION;
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			||||||
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									fixed2 texcoord : TEXCOORD0;
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			||||||
 | 
								};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								struct v2f {
 | 
				
			||||||
 | 
									fixed4 vertex : SV_POSITION;
 | 
				
			||||||
 | 
									fixed2 texcoord : TEXCOORD0;
 | 
				
			||||||
 | 
									fixed2 texcoord1 : TEXCOORD1;
 | 
				
			||||||
 | 
								};
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 _MainTex_ST;
 | 
				
			||||||
 | 
								fixed4 _LavaTex_ST;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								v2f vert (appdata_t v)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									v2f o;
 | 
				
			||||||
 | 
									o.vertex = UnityObjectToClipPos(v.vertex);
 | 
				
			||||||
 | 
									o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
				
			||||||
 | 
									o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
				
			||||||
 | 
									return o;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								
 | 
				
			||||||
 | 
								fixed4 frag (v2f i) : SV_Target
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
				
			||||||
 | 
									fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
 | 
				
			||||||
 | 
									
 | 
				
			||||||
 | 
									tex = lerp(tex2,tex,tex.a);
 | 
				
			||||||
 | 
									
 | 
				
			||||||
 | 
									return tex;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								ENDCG 
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}	
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					}
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					using UnityEngine.Networking;
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					public static class MarcsWebLogger
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					{
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					using System.Collections;
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					using UnityEngine.Networking;
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					{
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					        var randomNumber = Random.Range(10000, 99999);
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					        MarcsWebLogger.Log($"{randomNumber}-WallArt_start");
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					        ovrCameraRig = FindObjectOfType<OVRCameraRig>();
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					    }
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					    // Update is called once per frame
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					    void Update()
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					    {
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					        // Check if the cameraRig is assigned
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					        if (ovrCameraRig == null) return;
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					        outsideCameraInstance.transform.position = ovrCameraRig.centerEyeAnchor.position;
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					        outsideCameraInstance.transform.LookAt(window);
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											BIN
										
									
								
								Assets/Sand textures pack/Sand 01/normal.tga
									
									
									
									
									
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											BIN
										
									
								
								Assets/Sand textures pack/Sand 01/normal.tga
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 3.0 MiB  | 
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