add displacement shader.
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fileFormatVersion: 2
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guid: 42d6b6dbae38a384e882c2c907915139
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timeCreated: 1478889784
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guid: 57d4a6e606848364c9880f2adec16d90
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timeCreated: 1480074774
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licenseType: Pro
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fileFormatVersion: 2
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timeCreated: 1478889784
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licenseType: Pro
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BIN
Assets/uDesktopDuplication/Examples/Scenes/Displacement.unity
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Assets/uDesktopDuplication/Examples/Scenes/Displacement.unity
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fileFormatVersion: 2
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guid: 4e1efec2c71c5b94e8522880dd9636c8
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timeCreated: 1480074355
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licenseType: Pro
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fileFormatVersion: 2
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guid: 596fd740aeeee0d4cb4f962d4072954e
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timeCreated: 1480074277
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licenseType: Pro
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -39,11 +39,11 @@ ModelImporter:
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globalScale: 0.1
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meshCompression: 0
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addColliders: 0
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importBlendShapes: 1
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importBlendShapes: 0
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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optimizeMeshForGPU: 1
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optimizeMeshForGPU: 0
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keepQuads: 0
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weldVertices: 1
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secondaryUVAngleDistortion: 8
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Assets/uDesktopDuplication/Models/uDD_Plane.fbx
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Assets/uDesktopDuplication/Models/uDD_Plane.fbx
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Assets/uDesktopDuplication/Models/uDD_Plane.fbx.meta
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Assets/uDesktopDuplication/Models/uDD_Plane.fbx.meta
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fileFormatVersion: 2
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guid: f30f6cfd6aa37554ca886424cada7cbb
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timeCreated: 1480072865
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licenseType: Pro
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ModelImporter:
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serializedVersion: 19
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fileIDToRecycleName:
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100000: //RootNode
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100002: uDD_Plane_MeshPart0
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100004: uDD_Plane_MeshPart1
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400000: //RootNode
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400002: uDD_Plane_MeshPart0
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400004: uDD_Plane_MeshPart1
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2300000: //RootNode
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2300002: uDD_Plane_MeshPart0
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2300004: uDD_Plane_MeshPart1
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3300000: //RootNode
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3300002: uDD_Plane_MeshPart0
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3300004: uDD_Plane_MeshPart1
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4300000: uDD_Plane
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4300002: uDD_Plane_MeshPart0
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4300004: uDD_Plane_MeshPart1
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9500000: //RootNode
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materials:
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importMaterials: 0
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materialName: 0
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materialSearch: 1
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animations:
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
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motionNodeName:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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animationDoRetargetingWarnings: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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clipAnimations: []
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isReadable: 0
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meshes:
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lODScreenPercentages: []
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globalScale: 0.1
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meshCompression: 0
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addColliders: 0
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importBlendShapes: 0
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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optimizeMeshForGPU: 1
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keepQuads: 0
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weldVertices: 1
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secondaryUVAngleDistortion: 8
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secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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secondaryUVPackMargin: 4
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useFileScale: 1
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 2
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importAnimation: 0
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copyAvatar: 0
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humanDescription:
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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rootMotionBoneName:
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hasTranslationDoF: 0
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 0
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humanoidOversampling: 1
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -16,6 +16,7 @@ public class Texture : MonoBehaviour
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if (monitor_ != null) {
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material = GetComponent<Renderer>().material; // clone
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material.mainTexture = monitor_.texture;
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material.SetTexture("_DispTex", monitor_.texture);
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material.SetFloat("_Width", transform.localScale.x);
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}
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}
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@@ -63,17 +63,22 @@ inline void uddConvertToLinearIfNeeded(inout fixed3 rgb)
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}
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}
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inline fixed4 uddGetScreenTexture(float2 uv)
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inline fixed4 uddGetTexture(sampler2D tex, float2 uv)
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{
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uv = uddInvertUV(uv);
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#ifdef USE_CLIP
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uv = uddClipUV(uv);
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#endif
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fixed4 c = tex2D(_MainTex, uddRotateUV(uv));
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fixed4 c = tex2D(tex, uddRotateUV(uv));
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uddConvertToLinearIfNeeded(c.rgb);
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return c;
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}
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inline fixed4 uddGetScreenTexture(float2 uv)
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{
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return uddGetTexture(_MainTex, uv);
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}
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inline void uddBendVertex(inout float4 v, half radius, half width, half thickness)
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{
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#ifdef BEND_ON
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@@ -97,4 +102,30 @@ inline void uddBendVertex(inout float4 v, half radius, half width, half thicknes
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#endif
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}
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inline float3 uddRotateY(float3 n, float angle)
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{
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float c = cos(angle);
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float s = sin(angle);
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return float3(c * n.x - s * n.z, n.y, s * n.x + c * n.z);
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}
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inline float3 uddRotateX(float3 n, float angle)
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{
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float c = cos(angle);
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float s = sin(angle);
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return float3(n.x, c * n.y + s * n.z, -s * n.y + c * n.z);
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}
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inline void uddBendNormal(float4 x, inout float3 n, half radius, half width)
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{
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#ifdef BEND_ON
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half angle = width * x / radius;
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#ifdef _FORWARD_Z
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n = uddRotateY(n, -angle);
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#elif _FORWARD_Y
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n = uddRotateX(n, -angle);
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#endif
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#endif
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}
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#endif
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@@ -10,6 +10,7 @@ Properties
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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[PowerSlider(10.0)] _Thickness("Thickness", Range(0.01, 10)) = 1
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_Width("Width", Range(0.0, 10.0)) = 1.0
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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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}
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@@ -11,6 +11,7 @@ Properties
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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[PowerSlider(10.0)] _Thickness("Thickness", Range(0.01, 10)) = 1
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_Width("Width", Range(0.0, 10.0)) = 1.0
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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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}
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179
Assets/uDesktopDuplication/Shaders/uDD_Unlit_Displacement.shader
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179
Assets/uDesktopDuplication/Shaders/uDD_Unlit_Displacement.shader
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Shader "uDesktopDuplication/Unlit_Displacement"
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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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_MainTex ("Texture", 2D) = "white" {}
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_CursorTex ("Cursor Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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_Width ("Width", Range(0.0, 10.0)) = 1.92
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[PowerSlider(10.0)] _Thickness("Thickness", Range(0.01, 10)) = 1
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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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_DispTex ("Displacement Map", 2D) = "black" {}
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_Displacement("Displacement Factor", Range(0, 5.0)) = 1
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_TessMinDist("Tessellation Min Distance", Range(0.1, 100.0)) = 1.0
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_TessMaxDist("Tessellation Max Distance", Range(0.1, 100.0)) = 5.0
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_TessFactor("Tessellation Factor", Range(0.1, 50.0)) = 10.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull [_Cull]
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CGINCLUDE
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#include "./uDD_Common.cginc"
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#include "Tessellation.cginc"
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half _Radius;
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half _Width;
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half _Thickness;
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Texture2D _DispTex;
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SamplerState sampler_DispTex;
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half _Displacement;
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half _TessMinDist;
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half _TessMaxDist;
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half _TessFactor;
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struct VsInput
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{
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float3 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct HsInput
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{
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float4 f4Position : POS;
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float3 f3Normal : NORMAL;
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float2 f2TexCoord : TEXCOORD;
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};
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struct HsControlPointOutput
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{
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float3 f3Position : POS;
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float3 f3Normal : NORMAL;
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float2 f2TexCoord : TEXCOORD;
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};
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struct HsConstantOutput
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{
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float fTessFactor[3] : SV_TessFactor;
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float fInsideTessFactor : SV_InsideTessFactor;
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};
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struct DsOutput
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{
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float4 f4Position : SV_Position;
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float2 f2TexCoord : TEXCOORD0;
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};
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HsInput vert(VsInput i)
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{
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HsInput o;
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float4 v = float4(i.vertex, 1.0);
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uddBendNormal(v.x, i.normal, _Radius, _Width);
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uddBendVertex(v, _Radius, _Width, _Thickness);
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o.f4Position = v;
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o.f3Normal = i.normal;
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o.f2TexCoord = i.texcoord;
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return o;
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}
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("hullConst")]
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[outputcontrolpoints(3)]
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HsControlPointOutput hull(InputPatch<HsInput, 3> i, uint id : SV_OutputControlPointID)
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{
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HsControlPointOutput o = (HsControlPointOutput)0;
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o.f3Position = i[id].f4Position.xyz;
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o.f3Normal = i[id].f3Normal;
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o.f2TexCoord = i[id].f2TexCoord;
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return o;
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}
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HsConstantOutput hullConst(InputPatch<HsInput, 3> i)
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{
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HsConstantOutput o = (HsConstantOutput)0;
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float4 p0 = i[0].f4Position;
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float4 p1 = i[1].f4Position;
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float4 p2 = i[2].f4Position;
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float4 tessFactor = UnityDistanceBasedTess(p0, p1, p2, _TessMinDist, _TessMaxDist, _TessFactor);
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o.fTessFactor[0] = tessFactor.x;
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o.fTessFactor[1] = tessFactor.y;
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o.fTessFactor[2] = tessFactor.z;
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o.fInsideTessFactor = tessFactor.w;
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return o;
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}
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[domain("tri")]
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DsOutput domain(
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HsConstantOutput hsConst,
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const OutputPatch<HsControlPointOutput, 3> i,
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float3 bary : SV_DomainLocation)
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{
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DsOutput o = (DsOutput)0;
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float3 f3Position =
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bary.x * i[0].f3Position +
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bary.y * i[1].f3Position +
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bary.z * i[2].f3Position;
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float3 f3Normal = normalize(
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bary.x * i[0].f3Normal +
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bary.y * i[1].f3Normal +
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bary.z * i[2].f3Normal);
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o.f2TexCoord =
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bary.x * i[0].f2TexCoord +
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bary.y * i[1].f2TexCoord +
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bary.z * i[2].f2TexCoord;
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float disp = length(_DispTex.SampleLevel(sampler_DispTex, o.f2TexCoord, 0)) * _Displacement;
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f3Position.xyz += f3Normal * disp;
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o.f4Position = mul(UNITY_MATRIX_MVP, float4(f3Position.xyz, 1.0));
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return o;
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}
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fixed4 frag(DsOutput i) : SV_Target
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{
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return uddGetScreenTexture(i.f2TexCoord);
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}
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ENDCG
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma hull hull
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#pragma domain domain
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#pragma multi_compile ___ INVERT_X
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#pragma multi_compile ___ INVERT_Y
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#pragma multi_compile ___ ROTATE90 ROTATE180 ROTATE270
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#pragma multi_compile ___ USE_CLIP
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#pragma multi_compile ___ BEND_ON
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#pragma multi_compile _FORWARD_Y _FORWARD_Z
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ENDCG
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}
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}
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Fallback "Unlit/Texture"
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 05df46eb51b13c84eabbdf4c53cc8db7
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||||
timeCreated: 1480072905
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||||
licenseType: Pro
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||||
ShaderImporter:
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defaultTextures: []
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
@@ -10,6 +10,7 @@ Properties
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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[PowerSlider(10.0)] _Thickness("Thickness", Range(0.01, 10)) = 1
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_Width("Width", Range(0.0, 10.0)) = 1.0
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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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}
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