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Assets/Materials/rotating/rotating_Shader.shader
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62
Assets/Materials/rotating/rotating_Shader.shader
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Shader "Custom/rotating_Shader"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_Tint("Tint", Color) = (1, 1, 1, 1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_Glossiness("Smoothness", Range(0,1)) = 0.5
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_Metallic("Metallic", Range(0,1)) = 0.0
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_Angle("Angle", Range(0, 360)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline"}
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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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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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fixed4 _Tint;
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float _Angle;
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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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float2 myUVs;
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_Angle = (_Angle * 2 * 3.141592) / 360;
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myUVs.x = (IN.uv_MainTex.x - 0.5f)*cos(_Angle) - (IN.uv_MainTex.y - 0.5f)*sin(_Angle) + 0.5f;
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myUVs.y = (IN.uv_MainTex.x - 0.5f)*sin(_Angle) + (IN.uv_MainTex.y - 0.5f)*cos(_Angle) + 0.5f;
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D(_MainTex, myUVs) * _Color * _Tint;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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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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