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+ sampler2D _MainTex1; + sampler2D _MainTex2; + fixed4 _Color; + fixed _NX; + fixed _NY; + fixed _NZ; + half _SizeX; + half _SizeY; + half _PreventRepeatMult; + + //sampler2D _BumpMap0; + //sampler2D _BumpMap1; + //sampler2D _BumpMap2; + + //sampler2D _SplatMap; + + sampler2D _OcclusionTex; + uniform bool _FlipTop; + + struct Input + { + half3 worldPos; + fixed3 worldNormal; + fixed2 uv_OcclusionTex; + INTERNAL_DATA + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + half2 scale = half2(_SizeX, _SizeY); + + float3 wp = IN.worldPos; + //float3 n = IN.worldNormal; + + // top down + half2 uvy = (_FlipTop ? wp.xz : wp.zx) + wp.y * _PreventRepeatMult; + + // sideways + half2 uvx = wp.zy + wp.x * _PreventRepeatMult; + half2 uvz = wp.xy + wp.z * _PreventRepeatMult; + //n.x * wp.yz + n.y * wp.xz + n.z * wp.xy; + + fixed4 cy = tex2D(_MainTex, uvy / scale); // top down + fixed4 cx = tex2D(_MainTex2, uvx / scale); // left right + fixed4 cz = tex2D(_MainTex1, uvz / scale); // back 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