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https://github.com/PashaBibko/The-Mobius-Line.git
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ghfghgfhgf
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/*
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██╔══██╗██║░░░░░██╔════╝╚██╗██╔╝██║░░░██║██╔════╝ ██║░░░░░██║████╗░██║██╔════╝
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██████╔╝██║░░░░░█████╗░░░╚███╔╝░██║░░░██║╚█████╗░ ██║░░░░░██║██╔██╗██║█████╗░░
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██╔═══╝░██║░░░░░██╔══╝░░░██╔██╗░██║░░░██║░╚═══██╗ ██║░░░░░██║██║╚████║██╔══╝░░
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╚═╝░░░░░╚══════╝╚══════╝╚═╝░░╚═╝░╚═════╝░╚═════╝░ ╚══════╝╚═╝╚═╝░░╚══╝╚══════╝
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░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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____________________________________________________________________________________________________________________________________________
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License:
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The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Plexus Line"
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{
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Properties
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{
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_Color ("Color", Color) = (0, 1, 0, 1)
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[HDR] _Emission1 ("Emission1", Color) = (2.56, 0, 0, 1)
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[HDR] _Emission2 ("Emission2", Color) = (0, 1.95, 2.52, 1)
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_BoxDims ("Box Dimensions", float) = (5, 5, 5, 1) // Controlled by Plexus.cs
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull [_Cull]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 col : TEXCOORD0;
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};
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fixed4 _Color;
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fixed4 _Emission1, _Emission2;
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half4 _BoxDims;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.col = fixed4((clamp(o.vertex.xyz/_BoxDims.xyz, -1, 1) + 1.0) / 2.0, 1);
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return o;
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}
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fixed4 pixel;
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fixed4 frag (v2f i) : SV_Target
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{
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pixel = _Color + lerp(_Emission1, _Emission2, i.col);
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return pixel;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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