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CrowdControl/Assets/Feel/MMTools/Tools/MMShaders/MMWorldspace.shader

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Shader "MoreMountains/MMWorldspace"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Scale ("Texture Scale", Float) = 1.0
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
float _Scale;
struct Input
{
float3 worldNormal;
float3 worldPos;
};
void surf(Input IN, inout SurfaceOutput o)
{
float2 UV;
fixed4 c;
if (abs(IN.worldNormal.x) > 0.5)
{
UV = IN.worldPos.yz; // side
c = tex2D(_MainTex, UV * _Scale); // use WALLSIDE texture
}
else if (abs(IN.worldNormal.z) > 0.5)
{
UV = IN.worldPos.xy; // front
c = tex2D(_MainTex, UV * _Scale); // use WALL texture
}
else
{
UV = IN.worldPos.xz; // top
c = tex2D(_MainTex, UV * _Scale); // use FLR texture
}
o.Albedo = c.rgb * _Color;
}
ENDCG
}
Fallback "VertexLit"
}