add weather and time
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@@ -0,0 +1,95 @@
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Shader "Hidden/EnviroBlitThrough"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "EnviroBlitThrough"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIROURP
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#if defined (ENVIROURP)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Note: The pass is setup with a mesh already in CS
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// Therefore, we can just output vertex position
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// See RenderingUtils.fullscreenMesh
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output.positionCS = float4(input.positionHCS.xyz, 1.0);
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#if UNITY_UV_STARTS_AT_TOP
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output.positionCS.y *= -1;
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#endif
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output.uv = input.uv;
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return output;
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}
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TEXTURE2D_X(_MainTex);
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SAMPLER(sampler_MainTex);
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
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}
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#else
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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}
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}
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}
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