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#ifndef STABLE_FRESNEL_COMMON
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#define STABLE_FRESNEL_COMMON
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half4 _EdgeColor; // Color and alpha of the fresnel effect
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half4 _Color; // Color and alpha of the base of the object
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half4 _EdgeData; // Min, Max, Power, Blend values
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct appdata_fresnel
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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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 fresnel_vertex
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{
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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float3 worldNormal : TEXCOORD1;
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float2 uv : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fresnel_vertex vert(appdata_fresnel v)
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{
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fresnel_vertex o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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half4 fragEmpty(fresnel_vertex i) : COLOR
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{
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return half4(0,0,0,1);
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}
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half4 fragRimShader(fresnel_vertex i) : COLOR
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{
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half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x));
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half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2);
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return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba;
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}
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#endif // STABLE_FRESNEL_COMMON
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