196 lines
9.6 KiB
Plaintext
196 lines
9.6 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 "TripleBrick/Snow"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_RockAlbedo("Base Albedo", 2D) = "white" {}
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_RockNormal("Base Normal", 2D) = "bump" {}
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_SnowAlbedo("Snow Albedo", 2D) = "white" {}
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_SnowNormal("Snow Normal", 2D) = "bump" {}
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_SnowAmount("SnowAmount", Range( 0 , 2)) = 0.13
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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ZTest LEqual
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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) fixed3(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 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _RockNormal;
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uniform float4 _RockNormal_ST;
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uniform sampler2D _SnowNormal;
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uniform float4 _SnowNormal_ST;
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uniform float _SnowAmount;
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uniform sampler2D _RockAlbedo;
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uniform float4 _RockAlbedo_ST;
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uniform sampler2D _SnowAlbedo;
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uniform float4 _SnowAlbedo_ST;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_RockNormal = i.uv_texcoord * _RockNormal_ST.xy + _RockNormal_ST.zw;
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float3 tex2DNode4 = UnpackNormal( tex2D( _RockNormal, uv_RockNormal ) );
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float2 uv_SnowNormal = i.uv_texcoord * _SnowNormal_ST.xy + _SnowNormal_ST.zw;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float3 lerpResult15 = lerp( tex2DNode4 , BlendNormals( UnpackNormal( tex2D( _SnowNormal, uv_SnowNormal ) ) , tex2DNode4 ) , saturate( ( ase_worldNormal.y * _SnowAmount ) ));
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o.Normal = lerpResult15;
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float2 uv_RockAlbedo = i.uv_texcoord * _RockAlbedo_ST.xy + _RockAlbedo_ST.zw;
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float4 tex2DNode1 = tex2D( _RockAlbedo, uv_RockAlbedo );
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float2 uv_SnowAlbedo = i.uv_texcoord * _SnowAlbedo_ST.xy + _SnowAlbedo_ST.zw;
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float4 tex2DNode9 = tex2D( _SnowAlbedo, uv_SnowAlbedo );
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float temp_output_18_0 = saturate( ( WorldNormalVector( i , lerpResult15 ).y * _SnowAmount ) );
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float4 lerpResult10 = lerp( tex2DNode1 , tex2DNode9 , temp_output_18_0);
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o.Albedo = lerpResult10.xyz;
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float lerpResult17 = lerp( tex2DNode1.a , tex2DNode9.a , temp_output_18_0);
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o.Smoothness = lerpResult17;
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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_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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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD6;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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float4 texcoords01 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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_TRANSFER_INSTANCE_ID( v, o );
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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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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 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.xy = IN.texcoords01.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( 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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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=13101
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0;92;1152;650;2112.571;79.65671;1.3;True;False
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Node;AmplifyShaderEditor.WorldNormalVector;20;-1685.906,-319.7951;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;12;-1773.599,-115.1001;Float;False;Property;_SnowAmount;SnowAmount;4;0;0.13;0;2;0;1;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;14;-1601.402,342.5992;Float;True;Property;_SnowNormal;Snow Normal;3;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;4;-1548.101,72.7999;Float;True;Property;_RockNormal;Rock Normal;1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;-1444.505,-272.8951;Float;False;2;2;0;FLOAT;0.0;False;1;FLOAT;0;False;1;FLOAT
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Node;AmplifyShaderEditor.BlendNormalsNode;23;-1128.472,368.8436;Float;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3
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Node;AmplifyShaderEditor.SaturateNode;22;-1283.806,-264.4951;Float;False;1;0;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.LerpOp;15;-1067.3,73.59992;Float;False;3;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0.0;False;1;FLOAT3
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Node;AmplifyShaderEditor.WorldNormalVector;19;-865.5047,-194.2967;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-651.7996,-116.3;Float;False;2;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.SaturateNode;18;-496.7049,-110.1974;Float;False;1;0;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;1;-811.4,-722.1001;Float;True;Property;_RockAlbedo;Rock Albedo;0;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;9;-824.2003,-500.8003;Float;True;Property;_SnowAlbedo;Snow Albedo;2;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.LerpOp;17;-162.7109,-50.84053;Float;False;3;0;FLOAT;0.0,0,0,0;False;1;FLOAT;0,0,0,0;False;2;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.LerpOp;10;-127.1,-308.6001;Float;False;3;0;FLOAT4;0.0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;2;FLOAT;0.0;False;1;FLOAT4
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;146.9001,42.89999;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;TripleBrick/Snow2;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;21;0;20;2
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WireConnection;21;1;12;0
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WireConnection;23;0;14;0
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WireConnection;23;1;4;0
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WireConnection;22;0;21;0
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WireConnection;15;0;4;0
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WireConnection;15;1;23;0
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WireConnection;15;2;22;0
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WireConnection;19;0;15;0
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WireConnection;11;0;19;2
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WireConnection;11;1;12;0
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WireConnection;18;0;11;0
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WireConnection;17;0;1;4
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WireConnection;17;1;9;4
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WireConnection;17;2;18;0
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WireConnection;10;0;1;0
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WireConnection;10;1;9;0
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WireConnection;10;2;18;0
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WireConnection;0;0;10;0
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WireConnection;0;1;15;0
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WireConnection;0;4;17;0
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ASEEND*/
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//CHKSM=B912B2A2230AB5940CC8BB3EFC0FDD1C628D41DB
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