Reworked tile generation, removed map, redone colour scheme, v1.2.0
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31
Assets/Shaders/TileColor.shader
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31
Assets/Shaders/TileColor.shader
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Shader "Custom/TileColor"
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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 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Lambert vertex:vert
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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struct Input
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{
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float4 vertColor;
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};
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.vertColor = v.color;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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o.Albedo = IN.vertColor.rgb;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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