435 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			435 lines
		
	
	
		
			31 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 Coverage"
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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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| 		_SmoothnessMultiplier("Smoothness Multiplier", Range( -2 , 2)) = 1
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| 		_SmoothnessTexture("Smoothness Texture", 2D) = "white" {}
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| 		_MetallicMultiplier("Metallic Multiplier", Range( 0 , 2)) = 0
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| 		_MetallicTexture("Metallic Texture", 2D) = "black" {}
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| 		_EmissiveMultiplier("Emissive Multiplier", Range( 0 , 20)) = 0
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| 		_EmissiveTexture("Emissive Texture", 2D) = "black" {}
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| 		[Header(GROUND COVERAGE)][Toggle(_GROUNDCOVERON_ON)] _GroundCoverON("Ground Cover ON", Float) = 0
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| 		[Toggle(_BLENDNORMALSON_ON)] _BlendnormalsON("Blend normals ON", Float) = 1
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| 		_CoverageMask("Coverage Mask", 2D) = "white" {}
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| 		_CoverageContrast("Coverage Contrast", Range( 0.1 , 1)) = 0.25
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| 		_CoverageLevel("Coverage Level", Float) = 0
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| 		_CoverageFade("Coverage Fade", Range( -1 , 1)) = 0.5058824
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| 		_CoverageTint("Coverage Tint", Color) = (1,1,1,0)
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| 		_CoverageTexture("Coverage Texture", 2D) = "white" {}
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| 		_CoverageMetallic("Coverage Metallic", Float) = 0
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| 		_CoverageSmoothnessTexture("Coverage Smoothness Texture", 2D) = "white" {}
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| 		_CoverageSmoothnessMultiplier("Coverage Smoothness Multiplier", Range( -2 , 2)) = 1
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| 		_CoverageNormalTexture("Coverage Normal Texture", 2D) = "bump" {}
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| 		_CoverageThickness("Coverage Thickness", Range( 0 , 1)) = 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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| 
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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 _GROUNDCOVERON_ON
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| 		#pragma shader_feature _BLENDNORMALSON_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 sampler2D _CoverageNormalTexture;
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| 		uniform float4 _CoverageNormalTexture_ST;
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| 		uniform float _CoverageLevel;
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| 		uniform float _CoverageFade;
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| 		uniform sampler2D _CoverageMask;
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| 		uniform float4 _CoverageMask_ST;
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| 		uniform float _CoverageContrast;
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| 		uniform float _CoverageThickness;
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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 float4 _CoverageTint;
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| 		uniform sampler2D _CoverageTexture;
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| 		uniform float4 _CoverageTexture_ST;
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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 float _CoverageMetallic;
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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 _CoverageSmoothnessTexture;
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| 		uniform float4 _CoverageSmoothnessTexture_ST;
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| 		uniform float _CoverageSmoothnessMultiplier;
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| 
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| 
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| 		float3 PerturbNormal107_g4( float3 surf_pos, float3 surf_norm, float height, float scale )
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| 		{
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| 			// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
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| 			float3 vSigmaS = ddx( surf_pos );
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| 			float3 vSigmaT = ddy( surf_pos );
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| 			float3 vN = surf_norm;
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| 			float3 vR1 = cross( vSigmaT , vN );
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| 			float3 vR2 = cross( vN , vSigmaS );
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| 			float fDet = dot( vSigmaS , vR1 );
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| 			float dBs = ddx( height );
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| 			float dBt = ddy( height );
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| 			float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
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| 			return normalize ( abs( fDet ) * vN - vSurfGrad );
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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 tex2DNode76 = UnpackNormal( tex2D( _NormalTexture, uv_NormalTexture ) );
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| 			float2 uv_CoverageNormalTexture = i.uv_texcoord * _CoverageNormalTexture_ST.xy + _CoverageNormalTexture_ST.zw;
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| 			float3 tex2DNode79 = UnpackNormal( tex2D( _CoverageNormalTexture, uv_CoverageNormalTexture ) );
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| 			#ifdef _BLENDNORMALSON_ON
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| 				float3 staticSwitch80 = BlendNormals( tex2DNode76 , tex2DNode79 );
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| 			#else
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| 				float3 staticSwitch80 = tex2DNode79;
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| 			#endif
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| 			float3 ase_worldPos = i.worldPos;
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| 			float3 surf_pos107_g4 = ase_worldPos;
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| 			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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| 			float3 surf_norm107_g4 = ase_worldNormal;
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| 			float2 uv_CoverageMask = i.uv_texcoord * _CoverageMask_ST.xy + _CoverageMask_ST.zw;
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| 			float saferPower22 = abs( ( ( ( ase_worldNormal.y + _CoverageLevel ) * ( _CoverageFade * 5 ) ) + tex2D( _CoverageMask, uv_CoverageMask ).r ) );
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| 			float vCoverage27 = saturate( pow( saferPower22 , ( _CoverageContrast * 15 ) ) );
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| 			float height107_g4 = ( vCoverage27 * ( _CoverageThickness * 8 ) );
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| 			float scale107_g4 = 1.0;
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| 			float3 localPerturbNormal107_g4 = PerturbNormal107_g4( surf_pos107_g4 , surf_norm107_g4 , height107_g4 , scale107_g4 );
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| 			float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
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| 			float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
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| 			float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
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| 			float3 worldToTangentDir42_g4 = mul( ase_worldToTangent, localPerturbNormal107_g4);
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| 			float3 lerpResult83 = lerp( tex2DNode76 , BlendNormals( staticSwitch80 , worldToTangentDir42_g4 ) , vCoverage27);
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| 			#ifdef _GROUNDCOVERON_ON
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| 				float3 staticSwitch81 = lerpResult83;
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| 			#else
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| 				float3 staticSwitch81 = tex2DNode76;
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| 			#endif
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| 			float3 vNormal82 = staticSwitch81;
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| 			o.Normal = vNormal82;
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| 			float2 uv_AlbedoTexture = i.uv_texcoord * _AlbedoTexture_ST.xy + _AlbedoTexture_ST.zw;
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| 			float4 temp_output_5_0 = ( _AlbedoTint * tex2D( _AlbedoTexture, uv_AlbedoTexture ) );
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| 			float2 uv_CoverageTexture = i.uv_texcoord * _CoverageTexture_ST.xy + _CoverageTexture_ST.zw;
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| 			float4 lerpResult26 = lerp( temp_output_5_0 , ( _CoverageTint * tex2D( _CoverageTexture, uv_CoverageTexture ) ) , vCoverage27);
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| 			#ifdef _GROUNDCOVERON_ON
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| 				float4 staticSwitch1 = lerpResult26;
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| 			#else
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| 				float4 staticSwitch1 = temp_output_5_0;
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| 			#endif
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| 			o.Albedo = staticSwitch1.rgb;
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| 			float2 uv_EmissiveTexture = i.uv_texcoord * _EmissiveTexture_ST.xy + _EmissiveTexture_ST.zw;
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| 			float4 temp_output_91_0 = ( tex2D( _EmissiveTexture, uv_EmissiveTexture ) * _EmissiveMultiplier );
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| 			float4 temp_cast_1 = (0.0).xxxx;
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| 			float4 lerpResult93 = lerp( temp_output_91_0 , temp_cast_1 , vCoverage27);
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| 			#ifdef _GROUNDCOVERON_ON
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| 				float4 staticSwitch94 = lerpResult93;
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| 			#else
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| 				float4 staticSwitch94 = temp_output_91_0;
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| 			#endif
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| 			float4 vEmissive95 = staticSwitch94;
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| 			o.Emission = vEmissive95.rgb;
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| 			float2 uv_MetallicTexture = i.uv_texcoord * _MetallicTexture_ST.xy + _MetallicTexture_ST.zw;
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| 			float4 temp_output_68_0 = ( tex2D( _MetallicTexture, uv_MetallicTexture ) * _MetallicMultiplier );
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| 			float4 temp_cast_3 = (_CoverageMetallic).xxxx;
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| 			float4 lerpResult69 = lerp( temp_output_68_0 , temp_cast_3 , vCoverage27);
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| 			#ifdef _GROUNDCOVERON_ON
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| 				float4 staticSwitch70 = lerpResult69;
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| 			#else
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| 				float4 staticSwitch70 = temp_output_68_0;
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| 			#endif
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| 			float4 vMetallic72 = staticSwitch70;
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| 			o.Metallic = vMetallic72.r;
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| 			float2 uv_SmoothnessTexture = i.uv_texcoord * _SmoothnessTexture_ST.xy + _SmoothnessTexture_ST.zw;
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| 			float4 temp_output_48_0 = ( ( 1.0 - tex2D( _SmoothnessTexture, uv_SmoothnessTexture ) ) * _SmoothnessMultiplier );
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| 			float2 uv_CoverageSmoothnessTexture = i.uv_texcoord * _CoverageSmoothnessTexture_ST.xy + _CoverageSmoothnessTexture_ST.zw;
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| 			float4 lerpResult52 = lerp( temp_output_48_0 , ( ( 1.0 - tex2D( _CoverageSmoothnessTexture, uv_CoverageSmoothnessTexture ) ) * _CoverageSmoothnessMultiplier ) , vCoverage27);
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| 			#ifdef _GROUNDCOVERON_ON
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| 				float4 staticSwitch49 = lerpResult52;
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| 			#else
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| 				float4 staticSwitch49 = temp_output_48_0;
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| 			#endif
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| 			float4 vSmoothness51 = staticSwitch49;
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| 			o.Smoothness = vSmoothness51.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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| WireConnection;93;0;91;0
 | |
| WireConnection;93;1;92;0
 | |
| WireConnection;93;2;90;0
 | |
| WireConnection;94;1;91;0
 | |
| WireConnection;94;0;93;0
 | |
| WireConnection;5;0;6;0
 | |
| WireConnection;5;1;2;0
 | |
| WireConnection;70;1;68;0
 | |
| WireConnection;70;0;69;0
 | |
| WireConnection;25;0;9;0
 | |
| WireConnection;25;1;8;0
 | |
| WireConnection;81;1;76;0
 | |
| WireConnection;81;0;83;0
 | |
| WireConnection;49;1;48;0
 | |
| WireConnection;49;0;52;0
 | |
| WireConnection;51;0;49;0
 | |
| WireConnection;72;0;70;0
 | |
| WireConnection;26;0;5;0
 | |
| WireConnection;26;1;25;0
 | |
| WireConnection;26;2;28;0
 | |
| WireConnection;82;0;81;0
 | |
| WireConnection;95;0;94;0
 | |
| WireConnection;1;1;5;0
 | |
| WireConnection;1;0;26;0
 | |
| WireConnection;0;0;1;0
 | |
| WireConnection;0;1;86;0
 | |
| WireConnection;0;2;98;0
 | |
| WireConnection;0;3;74;0
 | |
| WireConnection;0;4;59;0
 | |
| ASEEND*/
 | |
| //CHKSM=43F61C73D667F12C1D72805171AC0C6C798B13A7 | 
