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https://git.aaro.dev/VRCBoard/vrcboard-udon.git
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Add old vrcboardimage script as vrcboardimagebasic
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98
Materials/VRCBoardImageShader.shader
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98
Materials/VRCBoardImageShader.shader
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Shader "VRCBoard/VRCBoardAtlasShader"
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{
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Properties
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{
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// _MainTex
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_MainTexAtlas("Albedo", 2D) = "white" {}
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[HideInInspector] _MainTexAtlasSize("Atlas Size", int) = 1
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[HideInInspector] _MainTexAtlasIndex("Atlas Position", int) = 0
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[HideInInspector] _MainTexColor("Color", Color) = (1,1,1,1)
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// _EmissionMap
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_EmissionMapAtlas("Emission", 2D) = "black" {}
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[HideInInspector] _EmissionMapAtlasSize("Emission Atlas Size", int) = 1
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[HideInInspector] _EmissionMapAtlasIndex("Emission Atlas Position", int) = 0
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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// _NormalMap
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_NormalMapAtlas("Normal", 2D) = "bump" {}
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[HideInInspector] _NormalMapAtlasSize("Normal Atlas Size", int) = 1
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[HideInInspector] _NormalMapAtlasIndex("Normal Atlas Position", int) = 0
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[HideInInspector] _NormalMapScale("Normal Scale", float) = 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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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTexAtlas;
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sampler2D _EmissionMapAtlas;
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sampler2D _NormalMapAtlas;
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uint _MainTexAtlasSize;
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uint _MainTexAtlasIndex;
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float4 _MainTexColor;
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uint _EmissionMapAtlasSize;
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uint _EmissionMapAtlasIndex;
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float4 _EmissionColor;
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uint _NormalMapAtlasSize;
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uint _NormalMapAtlasIndex;
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float _NormalMapScale;
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struct Input
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{
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float2 uv_MainTexAtlas;
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float2 uv_EmissionMapAtlas;
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float2 uv_NormalMapAtlas;
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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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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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_MainTexAtlasIndex = _MainTexAtlasIndex+_MainTexAtlasSize;
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_EmissionMapAtlasIndex = _EmissionMapAtlasIndex+_EmissionMapAtlasSize;
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_NormalMapAtlasIndex = _NormalMapAtlasIndex+_NormalMapAtlasSize;
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float2 MainTexAtlasUV = float2(
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(float(_MainTexAtlasIndex % _MainTexAtlasSize) + IN.uv_MainTexAtlas.x) / _MainTexAtlasSize,
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1.0 - (float(_MainTexAtlasIndex / _MainTexAtlasSize) - IN.uv_MainTexAtlas.y) / _MainTexAtlasSize
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);
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float2 EmissionMapAtlasUV = float2(
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(float(_EmissionMapAtlasIndex % _EmissionMapAtlasSize) + IN.uv_EmissionMapAtlas.x) / _EmissionMapAtlasSize,
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1.0 - (float(_EmissionMapAtlasIndex / _EmissionMapAtlasSize) - IN.uv_EmissionMapAtlas.y) / _EmissionMapAtlasSize
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);
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float2 NormalMapAtlasUV = float2(
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(float(_NormalMapAtlasIndex % _NormalMapAtlasSize) + IN.uv_NormalMapAtlas.x) / _NormalMapAtlasSize,
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1.0 - (float(_NormalMapAtlasIndex / _NormalMapAtlasSize) - IN.uv_NormalMapAtlas.y) / _NormalMapAtlasSize
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);
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fixed4 c = tex2D (_MainTexAtlas, MainTexAtlasUV);
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fixed4 e = tex2D (_EmissionMapAtlas, EmissionMapAtlasUV);
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fixed4 n = tex2D (_NormalMapAtlas, NormalMapAtlasUV);
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o.Albedo = c.rgb * _MainTexColor.rgb;
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o.Emission = e.rgb * _EmissionColor.rgb;
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o.Normal = UnpackNormal(n);
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}
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ENDCG
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}
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FallBack "Diffuse"
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CustomEditor "VRCBoard.VRCBoardShaderEditor"
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}
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