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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Mapbox/MapboxStyles"
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{
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Properties
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{
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_BaseColor ("BaseColor", Color) = (1,1,1,1)
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_DetailColor1 ("DetailColor1", Color) = (1,1,1,1)
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_DetailColor2 ("DetailColor2", Color) = (1,1,1,1)
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_BaseTex ("Base", 2D) = "white" {}
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_DetailTex1 ("Detail_1", 2D) = "white" {}
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_DetailTex2 ("Detail_2", 2D) = "white" {}
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_Emission ("Emission", Range(0.0, 1.0)) = 0.1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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float4 _BaseColor;
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float4 _DetailColor1;
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float4 _DetailColor2;
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sampler2D _BaseTex;
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sampler2D _DetailTex1;
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sampler2D _DetailTex2;
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float _Emission;
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struct Input
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{
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float2 uv_BaseTex, uv_DetailTex1, uv_DetailTex2;
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 baseTexture = tex2D (_BaseTex, IN.uv_BaseTex);
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fixed4 detailTexture1 = tex2D (_DetailTex1, IN.uv_DetailTex1);
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fixed4 detailTexture2 = tex2D (_DetailTex2, IN.uv_DetailTex2);
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fixed4 baseDetail1_Result = lerp(_BaseColor, _DetailColor1, detailTexture1.a);
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fixed4 detail1Detail2_Result = lerp(baseDetail1_Result, _DetailColor2, detailTexture2.a);
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fixed4 c = baseTexture *= detail1Detail2_Result;
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half3 e = c.rgb;
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o.Albedo = c.rgb;
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o.Emission = e * _Emission;
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o.Alpha = 1.0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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