feat: Implement hillshade layer
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54
Assets/Shaders/Multiply.shader
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54
Assets/Shaders/Multiply.shader
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Shader "Map/Multiply" {
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Properties {
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" { }
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}
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SubShader {
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Tags {
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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}
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LOD 100
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Blend Zero SrcColor
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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float a = i.color.a * _Color.a;
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fixed4 col = 1 - a * (1 - tex2D(_MainTex, i.uv) * i.color * _Color);
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return col;
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}
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ENDCG
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}
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}
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}
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