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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Details2.cginc
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/// @brief Unity Terrain BillboardWavingDoublePass surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
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#define ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
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#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
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#include "Assets/Alloy/Shaders/Type/Details2.cginc"
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void aSurfaceShader(
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inout ASurface s)
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{
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half4 base = aSampleBase(s) * s.vertexColor;
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s.baseColor = base.rgb;
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s.opacity = base.a;
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aCutout(s);
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s.specularity = 0.5h;
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s.roughness = 1.0h;
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s.opacity *= s.vertexColor.a;
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}
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#endif // ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC
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