334 lines
22 KiB
Plaintext
334 lines
22 KiB
Plaintext
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polyart/Dreamscape Stones Detail"
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{
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Properties
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{
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_TilingAlbedo("Tiling Albedo", 2D) = "white" {}
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_TilingSmoothness("Tiling Smoothness", 2D) = "white" {}
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_TilingNormal("Tiling Normal", 2D) = "bump" {}
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_TilingNormalIntensity("Tiling Normal Intensity", Range( 0 , 2)) = 1
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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( 0 , 2)) = 1
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_SmoothnessTexture("Smoothness Texture", 2D) = "white" {}
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_SmoothnessMultiplier("Smoothness Multiplier", Range( 0 , 2)) = 1
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_EmissiveTexture("Emissive Texture", 2D) = "black" {}
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_EmissiveMultiplier("Emissive Multiplier", Range( 0 , 20)) = 0
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_EmissiveTint("Emissive Tint", Color) = (1,1,1,0)
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_DetailColorIntensity("Detail Color Intensity", Range( 0 , 1)) = 1
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_DetailSmoothIntensity("Detail Smooth Intensity", Range( 0 , 1)) = 1
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_Tiling("Tiling", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "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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#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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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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float2 uv_texcoord;
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};
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uniform sampler2D _TilingNormal;
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uniform float _Tiling;
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uniform float _TilingNormalIntensity;
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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 _TilingAlbedo;
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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 float _DetailColorIntensity;
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uniform sampler2D _EmissiveTexture;
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uniform float4 _EmissiveTexture_ST;
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uniform float4 _EmissiveTint;
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uniform float _EmissiveMultiplier;
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uniform sampler2D _TilingSmoothness;
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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 float _DetailSmoothIntensity;
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inline float4 TriplanarSampling72( 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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inline float4 TriplanarSampling71( 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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inline float4 TriplanarSampling73( 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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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 temp_cast_0 = (_Tiling).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 triplanar72 = TriplanarSampling72( _TilingNormal, ase_worldPos, ase_worldNormal, 1.0, temp_cast_0, 1.0, 0 );
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float3 vTilingNormal45 = UnpackScaleNormal( triplanar72, _TilingNormalIntensity );
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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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o.Normal = BlendNormals( vTilingNormal45 , vNormal13 );
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float2 temp_cast_2 = (_Tiling).xx;
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float4 triplanar71 = TriplanarSampling71( _TilingAlbedo, ase_worldPos, ase_worldNormal, 1.0, temp_cast_2, 1.0, 0 );
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float4 vTilingColor41 = triplanar71;
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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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float4 lerpResult57 = lerp( vTilingColor41 , vColor12 , _DetailColorIntensity);
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o.Albedo = lerpResult57.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 ) * _EmissiveTint ) * _EmissiveMultiplier );
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o.Emission = vEmissive31.rgb;
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o.Metallic = 0.0;
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float2 temp_cast_6 = (_Tiling).xx;
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float4 triplanar73 = TriplanarSampling73( _TilingSmoothness, ase_worldPos, ase_worldNormal, 1.0, temp_cast_6, 1.0, 0 );
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float4 vTilingSmooth52 = ( 1.0 - triplanar73 );
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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 lerpResult64 = lerp( vTilingSmooth52 , vSmoothness24 , _DetailSmoothIntensity);
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o.Smoothness = lerpResult64.r;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_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=18912
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1038;114;2305;1679;2437.862;2179.91;1.3;True;True
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Node;AmplifyShaderEditor.CommentaryNode;25;-1561.519,512.3214;Inherit;False;1230.501;368.35;;6;24;23;22;38;21;20;Smooth;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;11;-1557.127,103.3116;Inherit;False;1123.488;335.8192;;3;7;8;10;Normal;1,1,1,1;0;0
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Node;AmplifyShaderEditor.TexturePropertyNode;20;-1549.519,571.3214;Inherit;True;Property;_SmoothnessTexture;Smoothness Texture;8;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.CommentaryNode;51;-1514.76,-948.0509;Inherit;False;1119.636;285;Comment;3;52;55;53;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;44;-1515.36,-1262.112;Inherit;False;1272.636;288;Comment;5;45;49;46;48;72;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;30;-1603.472,927.7177;Inherit;False;1546.638;392.0339;;6;31;29;28;27;26;69;Emissive;1,1,1,1;0;0
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Node;AmplifyShaderEditor.TexturePropertyNode;1;-1501.494,-162.2611;Inherit;True;Property;_AlbedoTexture;Albedo Texture;5;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.TexturePropertyNode;26;-1552.472,977.7177;Inherit;True;Property;_EmissiveTexture;Emissive Texture;10;0;Create;True;0;0;0;False;0;False;None;None;False;black;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.CommentaryNode;6;-1551.494,-395.261;Inherit;False;1117;458.0442;;1;3;Color;1,1,1,1;0;0
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Node;AmplifyShaderEditor.TexturePropertyNode;46;-1465.36,-1212.112;Inherit;True;Property;_TilingNormal;Tiling Normal;2;0;Create;True;0;0;0;False;0;False;None;None;False;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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|
Node;AmplifyShaderEditor.TexturePropertyNode;53;-1464.76,-898.0509;Inherit;True;Property;_TilingSmoothness;Tiling Smoothness;1;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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|
Node;AmplifyShaderEditor.SamplerNode;21;-1289.588,571.6713;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
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|
Node;AmplifyShaderEditor.RangedFloatNode;68;-2059.23,-1156.745;Inherit;False;Property;_Tiling;Tiling;15;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.CommentaryNode;42;-1516.958,-1565.495;Inherit;False;955.6365;280;Comment;3;40;41;71;;1,1,1,1;0;0
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||
|
Node;AmplifyShaderEditor.TexturePropertyNode;7;-1507.127,153.3116;Inherit;True;Property;_NormalTexture;Normal Texture;6;0;Create;True;0;0;0;False;0;False;None;None;False;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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||
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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.TexturePropertyNode;40;-1466.958,-1515.495;Inherit;True;Property;_TilingAlbedo;Tiling Albedo;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||
|
Node;AmplifyShaderEditor.SamplerNode;27;-1311.54,978.0676;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
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||
|
Node;AmplifyShaderEditor.ColorNode;3;-1178.494,-345.261;Inherit;False;Property;_AlbedoTint;Albedo Tint;4;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
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||
|
Node;AmplifyShaderEditor.OneMinusNode;38;-971.063,577.1153;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;22;-1267.588,775.6718;Inherit;False;Property;_SmoothnessMultiplier;Smoothness Multiplier;9;0;Create;True;0;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;49;-1106.729,-1048.89;Inherit;False;Property;_TilingNormalIntensity;Tiling Normal Intensity;3;0;Create;True;0;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
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ASEEND*/
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//CHKSM=C67987EE9BB9F28469EC229C98BDC6D7E2DF23C6
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