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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
103
Gutterball 3/Assets/Shaders/GlassReflect.shader
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103
Gutterball 3/Assets/Shaders/GlassReflect.shader
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Shader "Car/GlassReflect" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
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_BumpMap ("Bumpmap (RGB Trans)", 2D) = "bump" {}
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_FresnelPower ("_FresnelPower", Range(0.05,5.0)) = 0.75
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}
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SubShader {
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Tags { "RenderType"="Transparent" }
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CGPROGRAM
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#pragma surface surf BlinnPhong alpha
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#pragma target 3.0
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sampler2D _MainTex;
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samplerCUBE _RtReflection;
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sampler2D _BumpMap;
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samplerCUBE _Cube;
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float4 _Color;
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float4 _ReflectColor;
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float _FresnelPower;
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struct Input {
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float2 uv_MainTex;
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float3 worldRefl;
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float3 viewDir;
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INTERNAL_DATA
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex);
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half4 c = tex * _Color;
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float4 bump = tex2D(_BumpMap, IN.uv_MainTex);
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o.Normal = UnpackNormal(bump);
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half3 worldReflVec = WorldReflectionVector(IN, o.Normal);
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half4 reflcol = texCUBE(_Cube, worldReflVec);
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// FRESNEL CALCS
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float fcbias = 0.20373;
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float facing = saturate(1.0 - max(dot( normalize(IN.viewDir.xyz), normalize(o.Normal)), 0.0));
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float refl2Refr = max(fcbias + (1.0-fcbias) * pow(facing, _FresnelPower), 0);
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o.Albedo = reflcol.rgb * _ReflectColor.rgb + c.rgb;
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o.Emission = o.Albedo * 0.25;
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o.Alpha = refl2Refr;
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}
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ENDCG
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}
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SubShader {
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Tags { "RenderType"="Transparent" }
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CGPROGRAM
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#pragma surface surf Lambert alpha
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sampler2D _MainTex;
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sampler2D _BumpMap;
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samplerCUBE _Cube;
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float4 _Color;
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float4 _ReflectColor;
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float _FresnelPower;
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struct Input {
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float2 uv_MainTex;
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float3 worldRefl;
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INTERNAL_DATA
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex);
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half4 c = tex * _Color;
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float4 bump = tex2D(_BumpMap, IN.uv_MainTex);
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o.Normal = UnpackNormal(bump);
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half3 worldReflVec = WorldReflectionVector(IN, o.Normal);
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half4 reflcol = texCUBE(_Cube, worldReflVec);
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o.Albedo = reflcol.rgb * _ReflectColor.rgb + c.rgb;
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o.Emission = o.Albedo * 0.25;
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o.Alpha = 1.275;
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}
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ENDCG
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}
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FallBack "Reflective/VertexLit"
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}
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