// Made with Amplify Shader Editor v1.9.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polyart/Dreamscape Surface" { Properties { [Header(MAIN)]_AlbedoTint("Albedo Tint", Color) = (1,1,1,0) _AlbedoTexture("Albedo Texture", 2D) = "white" {} _NormalTexture("Normal Texture", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( -2 , 2)) = 1 _MetallicMultiplier("Metallic Multiplier", Range( 0 , 2)) = 0 _MetallicTexture("Metallic Texture", 2D) = "black" {} _SmoothnessMultiplier("Smoothness Multiplier", Range( -2 , 2)) = 1 _SmoothnessTexture("Smoothness Texture", 2D) = "white" {} _EmissiveMultiplier("Emissive Multiplier", Range( 0 , 20)) = 0 _EmissiveTexture("Emissive Texture", 2D) = "black" {} [Toggle(_DETAILTEXTUREON_ON)] _DetailTextureON("Detail Texture ON", Float) = 0 _DetailTiling("Detail Tiling", Float) = 0 _DetailSmoothness("Detail Smoothness", 2D) = "white" {} _DetailAlbedo("Detail Albedo", 2D) = "white" {} _DetailIntensity("Detail Intensity", Range( 0 , 1)) = 0 _DetailSmooth("Detail Smooth", Range( 0 , 1)) = 0 _DetailNormal("Detail Normal", 2D) = "bump" {} _DetailNormalIntensity("Detail Normal Intensity", Range( 0 , 1)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma shader_feature_local _DETAILTEXTUREON_ON #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA }; uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; uniform float _NormalIntensity; uniform sampler2D _DetailNormal; uniform float _DetailTiling; uniform float _DetailNormalIntensity; uniform float4 _AlbedoTint; uniform sampler2D _AlbedoTexture; uniform float4 _AlbedoTexture_ST; uniform sampler2D _DetailAlbedo; uniform float _DetailIntensity; uniform sampler2D _EmissiveTexture; uniform float4 _EmissiveTexture_ST; uniform float _EmissiveMultiplier; uniform sampler2D _MetallicTexture; uniform float4 _MetallicTexture_ST; uniform float _MetallicMultiplier; uniform sampler2D _SmoothnessTexture; uniform float4 _SmoothnessTexture_ST; uniform float _SmoothnessMultiplier; uniform sampler2D _DetailSmoothness; uniform float _DetailSmooth; inline float4 TriplanarSampling67( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } inline float4 TriplanarSampling49( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } inline float4 TriplanarSampling59( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_NormalTexture = i.uv_texcoord * _NormalTexture_ST.xy + _NormalTexture_ST.zw; float3 vNormal13 = UnpackScaleNormal( tex2D( _NormalTexture, uv_NormalTexture ), _NormalIntensity ); float2 temp_cast_1 = (_DetailTiling).xx; float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar67 = TriplanarSampling67( _DetailNormal, ase_worldPos, ase_worldNormal, 1.0, temp_cast_1, 1.0, 0 ); float3 vDetailNormal45 = UnpackScaleNormal( triplanar67, _DetailNormalIntensity ); #ifdef _DETAILTEXTUREON_ON float3 staticSwitch55 = BlendNormals( vNormal13 , vDetailNormal45 ); #else float3 staticSwitch55 = vNormal13; #endif o.Normal = staticSwitch55; float2 uv_AlbedoTexture = i.uv_texcoord * _AlbedoTexture_ST.xy + _AlbedoTexture_ST.zw; float4 vColor12 = ( _AlbedoTint * tex2D( _AlbedoTexture, uv_AlbedoTexture ) ); float2 temp_cast_3 = (_DetailTiling).xx; float4 triplanar49 = TriplanarSampling49( _DetailAlbedo, ase_worldPos, ase_worldNormal, 1.0, temp_cast_3, 1.0, 0 ); float4 vDetailAlbedo50 = triplanar49; float4 lerpResult54 = lerp( vColor12 , vDetailAlbedo50 , _DetailIntensity); #ifdef _DETAILTEXTUREON_ON float4 staticSwitch56 = lerpResult54; #else float4 staticSwitch56 = vColor12; #endif o.Albedo = staticSwitch56.rgb; float2 uv_EmissiveTexture = i.uv_texcoord * _EmissiveTexture_ST.xy + _EmissiveTexture_ST.zw; float4 vEmissive31 = ( tex2D( _EmissiveTexture, uv_EmissiveTexture ) * _EmissiveMultiplier ); o.Emission = vEmissive31.rgb; float2 uv_MetallicTexture = i.uv_texcoord * _MetallicTexture_ST.xy + _MetallicTexture_ST.zw; float4 vMetallic19 = ( tex2D( _MetallicTexture, uv_MetallicTexture ) * _MetallicMultiplier ); o.Metallic = vMetallic19.r; float2 uv_SmoothnessTexture = i.uv_texcoord * _SmoothnessTexture_ST.xy + _SmoothnessTexture_ST.zw; float4 vSmoothness24 = ( ( 1.0 - tex2D( _SmoothnessTexture, uv_SmoothnessTexture ) ) * _SmoothnessMultiplier ); float4 triplanar59 = TriplanarSampling59( _DetailSmoothness, ase_worldPos, ase_worldNormal, 1.0, float2( 1,1 ), 1.0, 0 ); float4 vDetailSmooth60 = ( 1.0 - triplanar59 ); float4 lerpResult64 = lerp( vSmoothness24 , vDetailSmooth60 , _DetailSmooth); #ifdef _DETAILTEXTUREON_ON float4 staticSwitch65 = lerpResult64; #else float4 staticSwitch65 = vSmoothness24; #endif o.Smoothness = staticSwitch65.r; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" } /*ASEBEGIN Version=19200 Node;AmplifyShaderEditor.CommentaryNode;6;-1551.494,-395.261;Inherit;False;1117;458.0442;;2;1;2;Color;1,1,1,1;0;0 Node;AmplifyShaderEditor.TexturePropertyNode;20;-1556.385,962.6965;Inherit;True;Property;_SmoothnessTexture;Smoothness Texture;7;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode;41;-97.4583,1520.973;Inherit;False;Property;_DetailTiling;Detail Tiling;11;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;1;-1501.494,-162.2611;Inherit;True;Property;_AlbedoTexture;Albedo Texture;1;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexturePropertyNode;39;-155.757,1332.883;Inherit;True;Property;_DetailNormal;Detail Normal;16;0;Create;True;0;0;0;False;0;False;None;None;False;bump;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.SamplerNode;21;-1296.454,963.0465;Inherit;True;Property;_TextureSample3;Texture Sample 3;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TexturePropertyNode;58;-90.40733,1923.144;Inherit;True;Property;_DetailSmoothness;Detail Smoothness;12;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexturePropertyNode;7;-1507.127,153.3116;Inherit;True;Property;_NormalTexture;Normal Texture;2;0;Create;True;0;0;0;False;0;False;None;None;False;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TriplanarNode;67;162.42,1337.692;Inherit;True;Spherical;World;False;Top Texture 3;_TopTexture3;white;-1;None;Mid Texture 3;_MidTexture3;white;-1;None;Bot Texture 3;_BotTexture3;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.CommentaryNode;11;-1557.127,103.3116;Inherit;False;1123.488;335.8192;;1;9;Normal;1,1,1,1;0;0 Node;AmplifyShaderEditor.OneMinusNode;38;-978.9292,968.4904;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.TriplanarNode;59;170.2359,1929.434;Inherit;True;Spherical;World;False;Top Texture 2;_TopTexture2;white;-1;None;Mid Texture 2;_MidTexture2;white;-1;None;Bot Texture 2;_BotTexture2;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;22;-1274.454,1167.047;Inherit;False;Property;_SmoothnessMultiplier;Smoothness Multiplier;6;0;Create;True;0;0;0;False;0;False;1;0;-2;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;3;-1178.494,-345.261;Inherit;False;Property;_AlbedoTint;Albedo Tint;0;0;Create;True;0;0;0;False;1;Header(MAIN);False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;8;-1270.118,153.3407;Inherit;True;Property;_TextureSample1;Texture Sample 1;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;2;-1260.117,-162.2169;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;43;268.4706,1536.399;Inherit;False;Property;_DetailNormalIntensity;Detail Normal Intensity;17;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;47;-91.08697,1668.957;Inherit;True;Property;_DetailAlbedo;Detail Albedo;13;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode;10;-1249.639,348.1309;Inherit;False;Property;_NormalIntensity;Normal Intensity;3;0;Create;True;0;0;0;False;0;False;1;0;-2;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode;66;574.0479,1928.25;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TriplanarNode;49;169.5562,1675.247;Inherit;True;Spherical;World;False;Top Texture 1;_TopTexture1;white;-1;None;Mid Texture 1;_MidTexture1;white;-1;None;Bot Texture 1;_BotTexture1;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TexturePropertyNode;14;-1511.541,540.21;Inherit;True;Property;_MetallicTexture;Metallic Texture;5;0;Create;True;0;0;0;False;0;False;None;None;False;black;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-846.4939,-274.261;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.UnpackScaleNormalNode;42;710.4705,1336.399;Inherit;False;Tangent;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.TexturePropertyNode;26;-1511.338,1370.093;Inherit;True;Property;_EmissiveTexture;Emissive Texture;9;0;Create;True;0;0;0;False;0;False;None;None;False;black;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.UnpackScaleNormalNode;9;-936.6394,159.131;Inherit;False;Tangent;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;23;-806.3855,965.6965;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SamplerNode;27;-1269.406,1370.443;Inherit;True;Property;_TextureSample2;Texture Sample 2;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RegisterLocalVarNode;24;-555.884,961.1329;Inherit;False;vSmoothness;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SamplerNode;15;-1269.61,540.5599;Inherit;True;Property;_TextureSample4;Texture Sample 4;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RegisterLocalVarNode;12;-698.8083,-278.5661;Inherit;False;vColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;45;973.4703,1330.399;Inherit;False;vDetailNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode;29;-1246.406,1565.442;Inherit;False;Property;_EmissiveMultiplier;Emissive Multiplier;8;0;Create;True;0;0;0;False;0;False;0;0;0;20;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;13;-643.4674,153.8047;Inherit;False;vNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;60;762.7582,1923.951;Inherit;False;vDetailSmooth;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;50;646.4785,1669.964;Inherit;False;vDetailAlbedo;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode;17;-1246.61,735.5596;Inherit;False;Property;_MetallicMultiplier;Metallic Multiplier;4;0;Create;True;0;0;0;False;0;False;0;0;0;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;62;228.336,1113.958;Inherit;False;Property;_DetailSmooth;Detail Smooth;15;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;44;136.3699,718.4371;Inherit;False;45;vDetailNormal;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode;61;283.3249,1035.958;Inherit;False;60;vDetailSmooth;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;28;-929.3376,1376.093;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;16;-929.5409,546.21;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;33;182.4368,513.5091;Inherit;False;13;vNormal;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode;53;15.60917,335.6602;Inherit;False;Property;_DetailIntensity;Detail Intensity;14;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;32;110.2138,178.802;Inherit;False;12;vColor;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;52;71.60913,257.6603;Inherit;False;50;vDetailAlbedo;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode;63;321.9295,957.1;Inherit;False;24;vSmoothness;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.BlendNormalsNode;46;406.7932,701.2925;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.LerpOp;54;413.6091,301.6603;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;19;-651.0247,541.2349;Inherit;False;vMetallic;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;31;-674.2704,1371.098;Inherit;False;vEmissive;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.LerpOp;64;626.3359,1079.958;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode;35;720.1222,700.5721;Inherit;False;19;vMetallic;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;36;476.9578,884.5062;Inherit;False;24;vSmoothness;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;65;857.0673,1052.564;Inherit;False;Property;_Keyword0;Keyword 0;10;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;55;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;55;631.028,513.8883;Inherit;False;Property;_DetailTextureON;Detail Texture ON;10;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode;34;712.6112,619.6057;Inherit;False;31;vEmissive;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;56;644.3404,274.2662;Inherit;False;Property;_Keyword0;Keyword 0;10;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;55;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1120.301,499.1817;Float;False;True;-1;2;;0;0;Standard;Polyart/Dreamscape Surface;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;0;0;False;;0;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;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 Node;AmplifyShaderEditor.CommentaryNode;30;-1561.338,1320.093;Inherit;False;1119.638;354.0339;;0;Emissive;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;18;-1561.541,490.21;Inherit;False;1124.1;344.1497;;0;Metallic;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;25;-1568.385,903.6965;Inherit;False;1230.501;368.35;;0;Smooth;1,1,1,1;0;0 WireConnection;21;0;20;0 WireConnection;67;0;39;0 WireConnection;67;3;41;0 WireConnection;38;0;21;0 WireConnection;59;0;58;0 WireConnection;8;0;7;0 WireConnection;2;0;1;0 WireConnection;66;0;59;0 WireConnection;49;0;47;0 WireConnection;49;3;41;0 WireConnection;4;0;3;0 WireConnection;4;1;2;0 WireConnection;42;0;67;0 WireConnection;42;1;43;0 WireConnection;9;0;8;0 WireConnection;9;1;10;0 WireConnection;23;0;38;0 WireConnection;23;1;22;0 WireConnection;27;0;26;0 WireConnection;24;0;23;0 WireConnection;15;0;14;0 WireConnection;12;0;4;0 WireConnection;45;0;42;0 WireConnection;13;0;9;0 WireConnection;60;0;66;0 WireConnection;50;0;49;0 WireConnection;28;0;27;0 WireConnection;28;1;29;0 WireConnection;16;0;15;0 WireConnection;16;1;17;0 WireConnection;46;0;33;0 WireConnection;46;1;44;0 WireConnection;54;0;32;0 WireConnection;54;1;52;0 WireConnection;54;2;53;0 WireConnection;19;0;16;0 WireConnection;31;0;28;0 WireConnection;64;0;63;0 WireConnection;64;1;61;0 WireConnection;64;2;62;0 WireConnection;65;1;63;0 WireConnection;65;0;64;0 WireConnection;55;1;33;0 WireConnection;55;0;46;0 WireConnection;56;1;32;0 WireConnection;56;0;54;0 WireConnection;0;0;56;0 WireConnection;0;1;55;0 WireConnection;0;2;34;0 WireConnection;0;3;35;0 WireConnection;0;4;65;0 ASEEND*/ //CHKSM=8682A29C315642C53DBD70FDEF59E129EC854232