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May 24th, 2019
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  1. Pass
  2. {
  3. Name "FORWARD_DELTA"
  4. Tags { "LightMode" = "ForwardAdd" "Queue" = "Transparent" "RenderType" = "Transparent"}
  5. Blend[_SrcBlend] One
  6. Fog { Color(0,0,0,0) } // in additive pass fog should be black
  7. ZWrite Off
  8. ZTest LEqual
  9. Cull Off
  10.  
  11. CGPROGRAM
  12. #pragma target 3.0
  13.  
  14. // -------------------------------------
  15.  
  16.  
  17. #pragma shader_feature _NORMALMAP
  18. #pragma shader_feature _ALPHATEST_ON
  19. //#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
  20. #pragma shader_feature _METALLICGLOSSMAP
  21. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  22. #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
  23. #pragma shader_feature ___ _DETAIL_MULX2
  24. #pragma shader_feature _PARALLAXMAP
  25.  
  26. #pragma multi_compile_fwdadd_fullshadows
  27. #pragma multi_compile_fog
  28.  
  29. #pragma vertex vertAdd
  30. #pragma fragment fragAdd
  31. #include "UnityStandardCoreForward.cginc"
  32.  
  33. ENDCG
  34. }
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