386 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			386 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | // Made with Amplify Shader Editor | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "MudBun/Stopmotion Mesh (Built-In RP)" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		[HideInInspector]_Color("Color", Color) = (1,1,1,1) | ||
|  | 		[HideInInspector]_Emission("Emission", Color) = (1,1,1,1) | ||
|  | 		[HideInInspector]_Metallic("Metallic", Range( 0 , 1)) = 0 | ||
|  | 		[HideInInspector]_Smoothness("Smoothness", Range( 0 , 1)) = 1 | ||
|  | 		[HideInInspector]_IsMeshRenderMaterial("Is Mesh Render Material", Float) = 1 | ||
|  | 		_AlphaCutoutThreshold("Alpha Cutout Threshold", Range( 0 , 1)) = 0 | ||
|  | 		_Dithering("Dithering", Range( 0 , 1)) = 1 | ||
|  | 		_NoiseSize("Noise Size", Float) = 0.5 | ||
|  | 		_OffsetAmount("Offset Amount", Float) = 0.005 | ||
|  | 		_TimeInterval("Time Interval", Float) = 0.15 | ||
|  | 		[NoScaleOffset]_DisplacementMap("Displacement Map", 2D) = "gray" {} | ||
|  | 		_Displacement("Displacement", Float) = 0 | ||
|  | 		[Normal]_NormalMap("Normal Map", 2D) = "bump" {} | ||
|  | 		[NoScaleOffset]_RoughnessMap("Roughness Map", 2D) = "black" {} | ||
|  | 		[Toggle]_RandomDither("Random Dither", Range( 0 , 1)) = 0 | ||
|  | 		[NoScaleOffset]_DitherTexture("Dither Texture", 2D) = "white" {} | ||
|  | 		_DitherTextureSize("Dither Texture Size", Int) = 256 | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Geometry+0" "IsEmissive" = "true"  } | ||
|  | 		Cull Back | ||
|  | 		CGPROGRAM | ||
|  | 		#include "UnityShaderVariables.cginc" | ||
|  | 		#include "UnityCG.cginc" | ||
|  | 		#pragma target 3.5 | ||
|  | 		#define MUDBUN_BUILT_IN_RP | ||
|  | 		#define SHADER_GRAPH | ||
|  | 		#pragma multi_compile _ MUDBUN_PROCEDURAL | ||
|  | 		#include "Assets/MudBun/Shader/Render/ShaderCommon.cginc" | ||
|  | 		#include "Assets/MudBun/Shader/Render/MeshCommon.cginc" | ||
|  | 		#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc  | ||
|  | 
 | ||
|  | 		struct appdata_full_custom | ||
|  | 		{ | ||
|  | 			float4 vertex : POSITION; | ||
|  | 			float4 tangent : TANGENT; | ||
|  | 			float3 normal : NORMAL; | ||
|  | 			float4 texcoord : TEXCOORD0; | ||
|  | 			float4 texcoord1 : TEXCOORD1; | ||
|  | 			float4 texcoord2 : TEXCOORD2; | ||
|  | 			float4 texcoord3 : TEXCOORD3; | ||
|  | 			float4 color : COLOR; | ||
|  | 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			uint ase_vertexId : SV_VertexID; | ||
|  | 		}; | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float3 vertexToFrag98; | ||
|  | 			float3 vertexToFrag97; | ||
|  | 			float4 vertexToFrag5_g300; | ||
|  | 			float3 vertexToFrag162; | ||
|  | 			float3 vertexToFrag27_g355; | ||
|  | 			uint ase_vertexId; | ||
|  | 			float3 vertexToFrag6_g300; | ||
|  | 			float vertexToFrag8_g300; | ||
|  | 			float vertexToFrag7_g300; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform float _Displacement; | ||
|  | 		uniform sampler2D _DisplacementMap; | ||
|  | 		uniform float4 _DisplacementMap_ST; | ||
|  | 		uniform float _TimeInterval; | ||
|  | 		uniform float _NoiseSize; | ||
|  | 		uniform float _OffsetAmount; | ||
|  | 		uniform sampler2D _NormalMap; | ||
|  | 		uniform float4 _NormalMap_ST; | ||
|  | 		uniform float _IsMeshRenderMaterial; | ||
|  | 		uniform sampler2D _RoughnessMap; | ||
|  | 		uniform float4 _RoughnessMap_ST; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float3 SimplexNoiseGradient6_g350( float3 Position, float Size ) | ||
|  | 		{ | ||
|  | 			#ifdef MUDBUN_VALID | ||
|  | 			return snoise_grad(Position / max(1e-6, Size)).xyz; | ||
|  | 			#else | ||
|  | 			return Position; | ||
|  | 			#endif | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float4x4 LocalToWorldMatrix167(  ) | ||
|  | 		{ | ||
|  | 			return localToWorld; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		void vertexDataFunc( inout appdata_full_custom v, out Input o ) | ||
|  | 		{ | ||
|  | 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
|  | 			float localMudBunMeshPoint4_g300 = ( 0.0 ); | ||
|  | 			int VertexID4_g300 = v.ase_vertexId; | ||
|  | 			float3 PositionWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 PositionLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 NormalWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 NormalLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 TangentWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 TangentLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float4 Color4_g300 = float4( 0,0,0,0 ); | ||
|  | 			float4 EmissionHash4_g300 = float4( 0,0,0,0 ); | ||
|  | 			float Metallic4_g300 = 0; | ||
|  | 			float Smoothness4_g300 = 0; | ||
|  | 			float4 TextureWeight4_g300 = float4( 1,0,0,0 ); | ||
|  | 			float SdfValue4_g300 = 0; | ||
|  | 			float3 Outward2dNormalLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 Outward2dNormalWs4_g300 = float3( 0,0,0 ); | ||
|  | 			{ | ||
|  | 			float4 positionWs; | ||
|  | 			float2 metallicSmoothness; | ||
|  | 			mudbun_mesh_vert(VertexID4_g300, positionWs, PositionLs4_g300, NormalWs4_g300, NormalLs4_g300, TangentWs4_g300, TangentLs4_g300, Color4_g300, EmissionHash4_g300, metallicSmoothness, TextureWeight4_g300, SdfValue4_g300, Outward2dNormalLs4_g300, Outward2dNormalWs4_g300); | ||
|  | 			PositionWs4_g300 = positionWs.xyz; | ||
|  | 			Metallic4_g300 = metallicSmoothness.x; | ||
|  | 			Smoothness4_g300 = metallicSmoothness.y; | ||
|  | 			#ifdef MUDBUN_BUILT_IN_RP | ||
|  | 			#ifndef MUDBUN_VERTEX_SHADER | ||
|  | 			v.tangent = float4(TangentWs4_g300, 0.0f); | ||
|  | 			#define MUDBUN_VERTEX_SHADER | ||
|  | 			#endif | ||
|  | 			#endif | ||
|  | 			} | ||
|  | 			float3 vertexToFrag98 = NormalLs4_g300; | ||
|  | 			float3 temp_output_44_0_g346 = ( abs( vertexToFrag98 ) * abs( vertexToFrag98 ) ); | ||
|  | 			float3 break14_g346 = temp_output_44_0_g346; | ||
|  | 			float3 temp_output_77_32 = PositionLs4_g300; | ||
|  | 			float3 vertexToFrag97 = temp_output_77_32; | ||
|  | 			float3 temp_output_36_0_g346 = vertexToFrag97; | ||
|  | 			float4 appendResult23_g346 = (float4(temp_output_44_0_g346 , 0.0)); | ||
|  | 			float4 appendResult24_g346 = (float4(temp_output_44_0_g346 , 1.0)); | ||
|  | 			float4 break10_g347 = ( ( break14_g346.x + break14_g346.y + break14_g346.z ) > 0.0 ? appendResult23_g346 : appendResult24_g346 ); | ||
|  | 			float4 color20_g346 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); | ||
|  | 			float3 temp_output_77_2 = NormalWs4_g300; | ||
|  | 			float3 temp_output_77_0 = PositionWs4_g300; | ||
|  | 			float2 temp_cast_4 = (floor( ( _Time.y / _TimeInterval ) )).xx; | ||
|  | 			float dotResult4_g345 = dot( temp_cast_4 , float2( 12.9898,78.233 ) ); | ||
|  | 			float lerpResult10_g345 = lerp( 0.0 , 10000.0 , frac( ( sin( dotResult4_g345 ) * 43758.55 ) )); | ||
|  | 			float3 Position6_g350 = ( temp_output_77_32 + lerpResult10_g345 ); | ||
|  | 			float Size6_g350 = _NoiseSize; | ||
|  | 			float3 localSimplexNoiseGradient6_g350 = SimplexNoiseGradient6_g350( Position6_g350 , Size6_g350 ); | ||
|  | 			float3 temp_output_159_0 = ( ( _Displacement * ( (( ( ( ( break14_g346.x > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).yz * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.x ) + ( ( break14_g346.y > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).zx * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.y ) + ( ( break14_g346.z > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).xy * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.z ) + ( color20_g346 * break10_g347.w ) ) / ( break10_g347.x + break10_g347.y + break10_g347.z + break10_g347.w ) )).x - 0.5 ) * temp_output_77_2 ) + ( temp_output_77_0 + ( localSimplexNoiseGradient6_g350 * _OffsetAmount ) ) ); | ||
|  | 			v.vertex.xyz = temp_output_159_0; | ||
|  | 			v.vertex.w = 1; | ||
|  | 			v.normal = temp_output_77_2; | ||
|  | 			o.vertexToFrag98 = NormalLs4_g300; | ||
|  | 			o.vertexToFrag97 = temp_output_77_32; | ||
|  | 			o.vertexToFrag5_g300 = Color4_g300; | ||
|  | 			float4x4 localLocalToWorldMatrix167 = LocalToWorldMatrix167(); | ||
|  | 			float4 appendResult168 = (float4(temp_output_159_0 , 1.0)); | ||
|  | 			float3 finalVertexPositionWs160 = (mul( localLocalToWorldMatrix167, appendResult168 )).xyz; | ||
|  | 			o.vertexToFrag162 = finalVertexPositionWs160; | ||
|  | 			o.vertexToFrag27_g355 = temp_output_77_0; | ||
|  | 			o.ase_vertexId = v.ase_vertexId; | ||
|  | 			o.vertexToFrag6_g300 = (EmissionHash4_g300).xyz; | ||
|  | 			o.vertexToFrag8_g300 = Metallic4_g300; | ||
|  | 			o.vertexToFrag7_g300 = Smoothness4_g300; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void surf( Input i , inout SurfaceOutputStandard o ) | ||
|  | 		{ | ||
|  | 			float3 temp_output_44_0_g356 = ( abs( i.vertexToFrag98 ) * abs( i.vertexToFrag98 ) ); | ||
|  | 			float3 break14_g356 = temp_output_44_0_g356; | ||
|  | 			float3 temp_output_36_0_g356 = i.vertexToFrag97; | ||
|  | 			float4 appendResult23_g356 = (float4(temp_output_44_0_g356 , 0.0)); | ||
|  | 			float4 appendResult24_g356 = (float4(temp_output_44_0_g356 , 1.0)); | ||
|  | 			float4 break10_g357 = ( ( break14_g356.x + break14_g356.y + break14_g356.z ) > 0.0 ? appendResult23_g356 : appendResult24_g356 ); | ||
|  | 			float4 color20_g356 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); | ||
|  | 			o.Normal = UnpackNormal( ( ( ( ( break14_g356.x > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).yz * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.x ) + ( ( break14_g356.y > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).zx * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.y ) + ( ( break14_g356.z > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).xy * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.z ) + ( color20_g356 * break10_g357.w ) ) / ( break10_g357.x + break10_g357.y + break10_g357.z + break10_g357.w ) ) ); | ||
|  | 			float4 temp_output_25_0_g300 = ( _IsMeshRenderMaterial * _Color * i.vertexToFrag5_g300 ); | ||
|  | 			float localComputeOpaqueTransparency20_g355 = ( 0.0 ); | ||
|  | 			float4 unityObjectToClipPos1_g354 = UnityObjectToClipPos( i.vertexToFrag162 ); | ||
|  | 			float4 computeScreenPos3_g354 = ComputeScreenPos( unityObjectToClipPos1_g354 ); | ||
|  | 			float2 ScreenPos20_g355 = (( ( computeScreenPos3_g354 / (computeScreenPos3_g354).w ) * _ScreenParams )).xy; | ||
|  | 			float3 VertPos20_g355 = i.vertexToFrag27_g355; | ||
|  | 			float localMudBunMeshPoint4_g300 = ( 0.0 ); | ||
|  | 			int VertexID4_g300 = i.ase_vertexId; | ||
|  | 			float3 PositionWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 PositionLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 NormalWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 NormalLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 TangentWs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 TangentLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float4 Color4_g300 = float4( 0,0,0,0 ); | ||
|  | 			float4 EmissionHash4_g300 = float4( 0,0,0,0 ); | ||
|  | 			float Metallic4_g300 = 0; | ||
|  | 			float Smoothness4_g300 = 0; | ||
|  | 			float4 TextureWeight4_g300 = float4( 1,0,0,0 ); | ||
|  | 			float SdfValue4_g300 = 0; | ||
|  | 			float3 Outward2dNormalLs4_g300 = float3( 0,0,0 ); | ||
|  | 			float3 Outward2dNormalWs4_g300 = float3( 0,0,0 ); | ||
|  | 			{ | ||
|  | 			float4 positionWs; | ||
|  | 			float2 metallicSmoothness; | ||
|  | 			mudbun_mesh_vert(VertexID4_g300, positionWs, PositionLs4_g300, NormalWs4_g300, NormalLs4_g300, TangentWs4_g300, TangentLs4_g300, Color4_g300, EmissionHash4_g300, metallicSmoothness, TextureWeight4_g300, SdfValue4_g300, Outward2dNormalLs4_g300, Outward2dNormalWs4_g300); | ||
|  | 			PositionWs4_g300 = positionWs.xyz; | ||
|  | 			Metallic4_g300 = metallicSmoothness.x; | ||
|  | 			Smoothness4_g300 = metallicSmoothness.y; | ||
|  | 			#ifdef MUDBUN_BUILT_IN_RP | ||
|  | 			#ifndef MUDBUN_VERTEX_SHADER | ||
|  | 			v.tangent = float4(TangentWs4_g300, 0.0f); | ||
|  | 			#define MUDBUN_VERTEX_SHADER | ||
|  | 			#endif | ||
|  | 			#endif | ||
|  | 			} | ||
|  | 			float Hash20_g355 = (EmissionHash4_g300).w; | ||
|  | 			float AlphaIn20_g355 = (temp_output_25_0_g300).a; | ||
|  | 			float AlphaOut20_g355 = 0; | ||
|  | 			float AlphaThreshold20_g355 = 0; | ||
|  | 			sampler2D DitherNoiseTexture20_g355 = _DitherTexture; | ||
|  | 			int DitherNoiseTextureSize20_g355 = _DitherTextureSize; | ||
|  | 			int UseRandomDither20_g355 = (int)_RandomDither; | ||
|  | 			float AlphaCutoutThreshold20_g355 = _AlphaCutoutThreshold; | ||
|  | 			float DitherBlend20_g355 = _Dithering; | ||
|  | 			{ | ||
|  | 			float alpha = AlphaIn20_g355; | ||
|  | 			computeOpaqueTransparency(ScreenPos20_g355, VertPos20_g355, Hash20_g355, DitherNoiseTexture20_g355, DitherNoiseTextureSize20_g355, UseRandomDither20_g355 > 0, AlphaCutoutThreshold20_g355, DitherBlend20_g355,  alpha, AlphaThreshold20_g355); | ||
|  | 			AlphaOut20_g355 = alpha; | ||
|  | 			} | ||
|  | 			clip( AlphaOut20_g355 - AlphaThreshold20_g355); | ||
|  | 			o.Albedo = temp_output_25_0_g300.rgb; | ||
|  | 			o.Emission = ( i.vertexToFrag6_g300 * (_Emission).rgb ); | ||
|  | 			o.Metallic = ( _Metallic * i.vertexToFrag8_g300 ); | ||
|  | 			float3 temp_output_44_0_g351 = ( abs( i.vertexToFrag98 ) * abs( i.vertexToFrag98 ) ); | ||
|  | 			float3 break14_g351 = temp_output_44_0_g351; | ||
|  | 			float3 temp_output_36_0_g351 = i.vertexToFrag97; | ||
|  | 			float4 appendResult23_g351 = (float4(temp_output_44_0_g351 , 0.0)); | ||
|  | 			float4 appendResult24_g351 = (float4(temp_output_44_0_g351 , 1.0)); | ||
|  | 			float4 break10_g352 = ( ( break14_g351.x + break14_g351.y + break14_g351.z ) > 0.0 ? appendResult23_g351 : appendResult24_g351 ); | ||
|  | 			float4 color20_g351 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); | ||
|  | 			o.Smoothness = ( ( 1.0 - (( ( ( ( break14_g351.x > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).yz * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.x ) + ( ( break14_g351.y > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).zx * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.y ) + ( ( break14_g351.z > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).xy * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.z ) + ( color20_g351 * break10_g352.w ) ) / ( break10_g352.x + break10_g352.y + break10_g352.z + break10_g352.w ) )).x ) * ( _Smoothness * i.vertexToFrag7_g300 ) ); | ||
|  | 			o.Alpha = 1; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 	} | ||
|  | 	Fallback "Diffuse" | ||
|  | 	CustomEditor "ASEMaterialInspector" | ||
|  | } | ||
|  | /*ASEBEGIN | ||
|  | Version=18909 | ||
|  | -1659;305;1079;718;2566.206;1765.341;2.956633;True;False | ||
|  | Node;AmplifyShaderEditor.FunctionNode;77;-1408,0;Inherit;False;Mud Mesh;1;;300;4f444db5091a94140ab2b15b933d37b6;0;0;17;COLOR;9;FLOAT;13;FLOAT3;10;FLOAT;11;FLOAT;12;FLOAT4;33;FLOAT3;0;FLOAT3;32;FLOAT3;2;FLOAT3;31;FLOAT3;53;FLOAT3;52;FLOAT3;48;FLOAT3;46;FLOAT;45;FLOAT2;15;FLOAT;41 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;23;-1408,768;Inherit;False;Property;_TimeInterval;Time Interval;11;0;Create;True;0;0;0;False;0;False;0.15;3.402823E+38;0;0;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleTimeNode;22;-1408,672;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.VertexToFragmentNode;98;-896,-64;Inherit;False;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 | ||
|  | Node;AmplifyShaderEditor.SimpleDivideOpNode;24;-1152,704;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.AbsOpNode;148;-512,-640;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 | ||
|  | Node;AmplifyShaderEditor.FloorOpNode;26;-992,704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.TexturePropertyNode;153;-1152,-1024;Inherit;True;Property;_DisplacementMap;Displacement Map;12;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;8fb1a6acf59188448bca62119afcccde;8fb1a6acf59188448bca62119afcccde;False;gray;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 | ||
|  | Node;AmplifyShaderEditor.VertexToFragmentNode;97;-896,-144;Inherit;False;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 | ||
|  | Node;AmplifyShaderEditor.FunctionNode;151;-256,-1024;Inherit;False;Mud Triplanar Sample;-1;;346;d9088f0d6015c424b98757b174010394;0;5;36;FLOAT3;0,0,0;False;37;FLOAT3;0,0,0;False;3;SAMPLER2D;0,0,0;False;26;SAMPLERSTATE;0,0,0;False;11;FLOAT3;0,0,0;False;1;FLOAT4;0 | ||
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|  | //CHKSM=2D5F27B0AA5F5AE3C49A66C04A93152D16055D90 |