197 lines
9.8 KiB
Plaintext
197 lines
9.8 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/Triplanar"
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{
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Properties
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{
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_Overlay("Overlay", 2D) = "white" {}
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_FallOff("FallOff", Float) = 0
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_Tiling("Tiling", Float) = 0
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_Emission("Emission", 2D) = "white" {}
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_Texture("Texture", 2D) = "white" {}
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_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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_DirtAmount("DirtAmount", Range( 0.5 , 1.2)) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform sampler2D _Overlay;
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uniform float _Tiling;
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uniform float _FallOff;
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uniform float _DirtAmount;
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uniform sampler2D _Emission;
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uniform float4 _Emission_ST;
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uniform float4 _EmissionColor;
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inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= projNormal.x + projNormal.y + projNormal.z;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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o.Normal = float3(0,0,1);
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float4 triplanar1 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, ase_worldPos, ase_worldNormal, _FallOff, _Tiling, float3(0,0,0) );
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float4 temp_cast_0 = (_DirtAmount).xxxx;
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float4 clampResult17 = clamp( triplanar1 , temp_cast_0 , float4( 1,1,1,0 ) );
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o.Albedo = ( tex2D( _Texture, uv_Texture ) * clampResult17 ).rgb;
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float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
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o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionColor ).rgb;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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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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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=14501
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2567;34;2546;1524;1501.224;883.9599;1.07;True;True
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Node;AmplifyShaderEditor.TexturePropertyNode;2;-514,-296;Float;True;Property;_Overlay;Overlay;0;0;Create;True;0;None;9e88b336bd16b1e4b99de75f486126c1;False;white;Auto;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RangedFloatNode;4;-485,63;Float;False;Property;_FallOff;FallOff;1;0;Create;True;0;0;5.01;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;3;-489.21,-60.51;Float;False;Property;_Tiling;Tiling;2;0;Create;True;0;0;6.24;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TriplanarNode;1;-163.14,-299.8202;Float;True;Cylindrical;World;False;Top Texture 0;_TopTexture0;white;1;None;Mid Texture 0;_MidTexture0;white;-1;None;Bot Texture 0;_BotTexture0;white;0;None;Triplanar Sampler;False;8;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;3;FLOAT;1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;15;-8.573858,-73.96994;Float;False;Property;_DirtAmount;DirtAmount;6;0;Create;True;0;1;0;0.5;1.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;17;283.535,-264.4308;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;1,1,1,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.ColorNode;11;68.00011,303;Float;False;Property;_EmissionColor;EmissionColor;5;0;Create;True;0;0,0,0,0;0.1878804,0.6724138,0.6296608,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;9;-282.9999,207;Float;True;Property;_Emission;Emission;3;0;Create;True;0;84508b93f15f2b64386ec07486afc7a3;80ee511a5808d8d499a8ca850b8a2129;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;7;-535.8401,-519.7598;Float;True;Property;_Texture;Texture;4;0;Create;True;0;84508b93f15f2b64386ec07486afc7a3;2f94f6bda2ac07743b44aa2ea4b791e1;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;636.5526,-465.2808;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;237.0001,114;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;716.0014,-25.1995;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Triplanar;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;1;0;2;0
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WireConnection;1;1;2;0
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WireConnection;1;2;2;0
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WireConnection;1;3;3;0
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WireConnection;1;4;4;0
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WireConnection;17;0;1;0
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WireConnection;17;1;15;0
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WireConnection;8;0;7;0
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WireConnection;8;1;17;0
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WireConnection;10;0;9;0
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WireConnection;10;1;11;0
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WireConnection;0;0;8;0
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WireConnection;0;2;10;0
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ASEEND*/
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//CHKSM=B6B6556774C96287EE64A207A6CFB5D9DF4AB90F |