366 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			366 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // Made with Amplify Shader Editor v1.9.2
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| // Available at the Unity Asset Store - http://u3d.as/y3X 
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| Shader "Polyart/Dreamscape Surface"
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| {
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| 	Properties
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| 	{
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| 		[Header(MAIN)]_AlbedoTint("Albedo Tint", Color) = (1,1,1,0)
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| 		_AlbedoTexture("Albedo Texture", 2D) = "white" {}
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| 		_NormalTexture("Normal Texture", 2D) = "bump" {}
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| 		_NormalIntensity("Normal Intensity", Range( -2 , 2)) = 1
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| 		_MetallicMultiplier("Metallic Multiplier", Range( 0 , 2)) = 0
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| 		_MetallicTexture("Metallic Texture", 2D) = "black" {}
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| 		_SmoothnessMultiplier("Smoothness Multiplier", Range( -2 , 2)) = 1
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| 		_SmoothnessTexture("Smoothness Texture", 2D) = "white" {}
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| 		_EmissiveMultiplier("Emissive Multiplier", Range( 0 , 20)) = 0
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| 		_EmissiveTexture("Emissive Texture", 2D) = "black" {}
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| 		[Toggle(_DETAILTEXTUREON_ON)] _DetailTextureON("Detail Texture ON", Float) = 0
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| 		_DetailTiling("Detail Tiling", Float) = 0
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| 		_DetailSmoothness("Detail Smoothness", 2D) = "white" {}
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| 		_DetailAlbedo("Detail Albedo", 2D) = "white" {}
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| 		_DetailIntensity("Detail Intensity", Range( 0 , 1)) = 0
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| 		_DetailSmooth("Detail Smooth", Range( 0 , 1)) = 0
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| 		_DetailNormal("Detail Normal", 2D) = "bump" {}
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| 		_DetailNormalIntensity("Detail Normal Intensity", Range( 0 , 1)) = 0
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| 		[HideInInspector] _texcoord( "", 2D ) = "white" {}
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| 		[HideInInspector] __dirty( "", Int ) = 1
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| 	}
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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 "UnityStandardUtils.cginc"
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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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| 		#pragma shader_feature_local _DETAILTEXTUREON_ON
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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) half3(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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| 
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| 		uniform sampler2D _NormalTexture;
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| 		uniform float4 _NormalTexture_ST;
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| 		uniform float _NormalIntensity;
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| 		uniform sampler2D _DetailNormal;
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| 		uniform float _DetailTiling;
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| 		uniform float _DetailNormalIntensity;
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| 		uniform float4 _AlbedoTint;
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| 		uniform sampler2D _AlbedoTexture;
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| 		uniform float4 _AlbedoTexture_ST;
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| 		uniform sampler2D _DetailAlbedo;
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| 		uniform float _DetailIntensity;
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| 		uniform sampler2D _EmissiveTexture;
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| 		uniform float4 _EmissiveTexture_ST;
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| 		uniform float _EmissiveMultiplier;
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| 		uniform sampler2D _MetallicTexture;
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| 		uniform float4 _MetallicTexture_ST;
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| 		uniform float _MetallicMultiplier;
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| 		uniform sampler2D _SmoothnessTexture;
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| 		uniform float4 _SmoothnessTexture_ST;
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| 		uniform float _SmoothnessMultiplier;
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| 		uniform sampler2D _DetailSmoothness;
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| 		uniform float _DetailSmooth;
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| 
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| 
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| 		inline float4 TriplanarSampling67( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, 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 ) + 0.00001;
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| 			float3 nsign = sign( worldNormal );
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| 			half4 xNorm; half4 yNorm; half4 zNorm;
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| 			xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
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| 			yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
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| 			zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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| 			return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
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| 		}
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| 
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| 
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| 		inline float4 TriplanarSampling49( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, 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 ) + 0.00001;
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| 			float3 nsign = sign( worldNormal );
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| 			half4 xNorm; half4 yNorm; half4 zNorm;
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| 			xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
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| 			yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
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| 			zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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| 			return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
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| 		}
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| 
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| 
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| 		inline float4 TriplanarSampling59( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, 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 ) + 0.00001;
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| 			float3 nsign = sign( worldNormal );
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| 			half4 xNorm; half4 yNorm; half4 zNorm;
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| 			xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
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| 			yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
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| 			zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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| 			return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
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| 		}
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| 
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| 
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| 		void surf( Input i , inout SurfaceOutputStandard o )
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| 		{
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| 			float2 uv_NormalTexture = i.uv_texcoord * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
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| 			float3 vNormal13 = UnpackScaleNormal( tex2D( _NormalTexture, uv_NormalTexture ), _NormalIntensity );
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| 			float2 temp_cast_1 = (_DetailTiling).xx;
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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 triplanar67 = TriplanarSampling67( _DetailNormal, ase_worldPos, ase_worldNormal, 1.0, temp_cast_1, 1.0, 0 );
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| 			float3 vDetailNormal45 = UnpackScaleNormal( triplanar67, _DetailNormalIntensity );
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| 			#ifdef _DETAILTEXTUREON_ON
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| 				float3 staticSwitch55 = BlendNormals( vNormal13 , vDetailNormal45 );
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| 			#else
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| 				float3 staticSwitch55 = vNormal13;
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| 			#endif
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| 			o.Normal = staticSwitch55;
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| 			float2 uv_AlbedoTexture = i.uv_texcoord * _AlbedoTexture_ST.xy + _AlbedoTexture_ST.zw;
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| 			float4 vColor12 = ( _AlbedoTint * tex2D( _AlbedoTexture, uv_AlbedoTexture ) );
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| 			float2 temp_cast_3 = (_DetailTiling).xx;
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| 			float4 triplanar49 = TriplanarSampling49( _DetailAlbedo, ase_worldPos, ase_worldNormal, 1.0, temp_cast_3, 1.0, 0 );
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| 			float4 vDetailAlbedo50 = triplanar49;
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| 			float4 lerpResult54 = lerp( vColor12 , vDetailAlbedo50 , _DetailIntensity);
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| 			#ifdef _DETAILTEXTUREON_ON
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| 				float4 staticSwitch56 = lerpResult54;
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| 			#else
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| 				float4 staticSwitch56 = vColor12;
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| 			#endif
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| 			o.Albedo = staticSwitch56.rgb;
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| 			float2 uv_EmissiveTexture = i.uv_texcoord * _EmissiveTexture_ST.xy + _EmissiveTexture_ST.zw;
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| 			float4 vEmissive31 = ( tex2D( _EmissiveTexture, uv_EmissiveTexture ) * _EmissiveMultiplier );
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| 			o.Emission = vEmissive31.rgb;
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| 			float2 uv_MetallicTexture = i.uv_texcoord * _MetallicTexture_ST.xy + _MetallicTexture_ST.zw;
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| 			float4 vMetallic19 = ( tex2D( _MetallicTexture, uv_MetallicTexture ) * _MetallicMultiplier );
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| 			o.Metallic = vMetallic19.r;
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| 			float2 uv_SmoothnessTexture = i.uv_texcoord * _SmoothnessTexture_ST.xy + _SmoothnessTexture_ST.zw;
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| 			float4 vSmoothness24 = ( ( 1.0 - tex2D( _SmoothnessTexture, uv_SmoothnessTexture ) ) * _SmoothnessMultiplier );
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| 			float4 triplanar59 = TriplanarSampling59( _DetailSmoothness, ase_worldPos, ase_worldNormal, 1.0, float2( 1,1 ), 1.0, 0 );
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| 			float4 vDetailSmooth60 = ( 1.0 - triplanar59 );
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| 			float4 lerpResult64 = lerp( vSmoothness24 , vDetailSmooth60 , _DetailSmooth);
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| 			#ifdef _DETAILTEXTUREON_ON
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| 				float4 staticSwitch65 = lerpResult64;
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| 			#else
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| 				float4 staticSwitch65 = vSmoothness24;
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| 			#endif
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| 			o.Smoothness = staticSwitch65.r;
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| 			o.Alpha = 1;
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| 		}
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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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| 
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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_GLES || 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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| 				UNITY_VERTEX_OUTPUT_STEREO
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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_INITIALIZE_VERTEX_OUTPUT_STEREO( 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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| 				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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| 				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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| 				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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| 				half3 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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| 			half4 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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| 				half3 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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| }
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| /*ASEBEGIN
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| Version=19200
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| Node;AmplifyShaderEditor.CommentaryNode;6;-1551.494,-395.261;Inherit;False;1117;458.0442;;2;1;2;Color;1,1,1,1;0;0
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| //CHKSM=8682A29C315642C53DBD70FDEF59E129EC854232 | 
