ToriaAssets/Sources/Shaders/ASE_StandartPlantsT.shader
2026-05-19 15:33:18 +02:00

2376 lines
98 KiB
GLSL

// Made with Amplify Shader Editor v1.9.9.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASE/ASE_StandartPlantsT"
{
Properties
{
_Albedo( "Albedo", 2D ) = "white" {}
_CubemapColor( "CubemapColor", Color ) = ( 0, 0, 0, 1 )
_AlbedoColor( "AlbedoColor", Color ) = ( 1, 1, 1, 1 )
_Cubmap( "Cubmap", CUBE ) = "white" {}
_CubemapBlured( "CubemapBlured", CUBE ) = "white" {}
_EmissionMap( "EmissionMap", 2D ) = "white" {}
_EmissionColor( "EmissionColor", Color ) = ( 0, 0, 0, 0 )
_EmissionMultiplayer( "EmissionMultiplayer", Float ) = 0
_NormalMap( "NormalMap", 2D ) = "bump" {}
[Toggle] _SmoothFromMapSwitch( "SmoothFromMapSwitch", Float ) = 1
[Toggle] _EmissionSwitch( "EmissionSwitch", Float ) = 0
[Toggle] _SmoothRough( "Smooth/Rough", Float ) = 0
_SmoothnessMap( "SmoothnessMap", 2D ) = "white" {}
_MetallicMap( "MetallicMap", 2D ) = "white" {}
_Snoothness( "Snoothness", Float ) = 1
_Metallic( "Metallic", Float ) = 1
_NormalMapDepth( "NormalMapDepth", Float ) = 1
_MetalicBrightnes( "MetalicBrightnes", Range( 0, 1 ) ) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
//_InstancedTerrainNormals("Specular Highlights", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" }
LOD 0
Cull Back
AlphaToMask Off
ZWrite On
ZTest LEqual
ColorMask RGBA
Blend Off
CGINCLUDE
#pragma target 3.5
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
{
float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
#if UNITY_UV_STARTS_AT_TOP
positionCS.y = -positionCS.y;
#endif
return positionCS;
}
ENDCG
Pass
{
Name "ForwardBase"
Tags { "LightMode"="ForwardBase" }
Blend One Zero
CGPROGRAM
#define ASE_GEOMETRY 1
#define ASE_FRAGMENT_NORMAL 0
#define ASE_RECEIVE_SHADOWS
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG
#define ASE_VERSION 19903
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#ifndef UNITY_PASS_FORWARDBASE
#define UNITY_PASS_FORWARDBASE
#endif
#include "HLSLSupport.cginc"
#ifdef ASE_GEOMETRY
#ifndef UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_LOD_FADE
#endif
#ifndef UNITY_INSTANCED_SH
#define UNITY_INSTANCED_SH
#endif
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#include "UnityStandardUtils.cginc"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord
half3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
half4 ambientOrLightmapUV : TEXCOORD3;
UNITY_LIGHTING_COORDS( 4, 5 )
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform samplerCUBE _CubemapBlured;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _NormalMapDepth;
uniform samplerCUBE _Cubmap;
uniform float _SmoothRough;
uniform float _SmoothFromMapSwitch;
uniform sampler2D _MetallicMap;
uniform float4 _MetallicMap_ST;
uniform sampler2D _SmoothnessMap;
uniform float4 _SmoothnessMap_ST;
uniform float _Snoothness;
uniform float4 _CubemapColor;
uniform float _Metallic;
uniform float _MetalicBrightnes;
uniform float4 _EmissionColor;
uniform float _EmissionMultiplayer;
uniform float _EmissionSwitch;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
v2f VertexFunction( appdata v )
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord6.xyz = v.texcoord.xyzw.xyz;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.vertex.w = 1;
v.normal = v.normal;
v.tangent = v.tangent;
float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 normalWS = UnityObjectToWorldNormal( v.normal );
half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
o.pos = UnityObjectToClipPos( v.vertex );
o.positionWS.xyz = positionWS;
o.normalWS = normalWS;
o.tangentWS = half4( tangentWS, v.tangent.w );
o.ambientOrLightmapUV = 0;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#elif UNITY_SHOULD_SAMPLE_SH
#ifdef VERTEXLIGHT_ON
o.ambientOrLightmapUV.rgb += Shade4PointLights(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, positionWS, normalWS );
#endif
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.tangentWS.zw = v.texcoord.xy;
o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
#if defined( ASE_FOG )
o.positionWS.w = o.pos.z;
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
half4 tangent : TANGENT;
half3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( appdata v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.tangent = v.tangent;
o.normal = v.normal;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
appdata o = (appdata) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
v2f vert ( appdata v )
{
return VertexFunction( v );
}
#endif
half4 frag( v2f IN
#if defined( ASE_DEPTH_WRITE_ON )
, out float outputDepth : SV_Depth
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef LOD_FADE_CROSSFADE
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(ASE_LIGHTING_SIMPLE)
SurfaceOutput o = (SurfaceOutput)0;
#else
#if defined(_SPECULAR_SETUP)
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#endif
#endif
half atten;
{
#if defined( ASE_RECEIVE_SHADOWS )
UNITY_LIGHT_ATTENUATION( temp, IN, IN.positionWS.xyz )
atten = temp;
#else
atten = 1;
#endif
}
float3 PositionWS = IN.positionWS.xyz;
half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = IN.normalWS;
half3 TangentWS = IN.tangentWS.xyz;
half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
half3 LightAtten = atten;
float FogCoord = IN.positionWS.w;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
BitangentWS = cross(NormalWS, -TangentWS);
#endif
float2 uv_Albedo = IN.ase_texcoord6.xyz.xy * _Albedo_ST.xy + _Albedo_ST.zw;
float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo );
float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor );
float2 uv_NormalMap = IN.ase_texcoord6.xyz.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalMapDepth );
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
float3 worldRefl69 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
float2 uv_MetallicMap = IN.ase_texcoord6.xyz.xy * _MetallicMap_ST.xy + _MetallicMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap );
float2 uv_SmoothnessMap = IN.ase_texcoord6.xyz.xy * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw;
float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb );
float temp_output_10_0 = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) )) * _Snoothness );
float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, worldRefl69 ) , texCUBE( _Cubmap, worldRefl69 ) , temp_output_10_0);
float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor );
float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb );
float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes);
float temp_output_7_0 = ( _Metallic * lerpResult93 );
float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0);
float2 uv_EmissionMap = IN.ase_texcoord6.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap );
o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb;
o.Normal = tex2DNode13;
half3 Specular = half3( 0, 0, 0 );
half Metallic = temp_output_7_0;
half Smoothness = temp_output_10_0;
half Occlusion = 1;
#if defined(ASE_LIGHTING_SIMPLE)
o.Specular = Specular.x;
o.Gloss = Smoothness;
#else
#if defined(_SPECULAR_SETUP)
o.Specular = Specular;
#else
o.Metallic = Metallic;
#endif
o.Occlusion = Occlusion;
o.Smoothness = Smoothness;
#endif
o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * tex2DNode33.a ) ):( tex2DNode33 )) ) ).rgb;
o.Alpha = 1;
half AlphaClipThreshold = 0.5;
half AlphaClipThresholdShadow = 0.5;
half3 BakedGI = 0;
half3 Transmission = 1;
half3 Translucency = 1;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = IN.pos.z;
#endif
#ifdef _ALPHATEST_ON
clip( o.Alpha - AlphaClipThreshold );
#endif
#if defined( ASE_CHANGES_WORLD_POS )
{
#if defined( ASE_RECEIVE_SHADOWS )
UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
LightAtten = temp;
#else
LightAtten = 1;
#endif
}
#endif
#if ( ASE_FRAGMENT_NORMAL == 0 )
o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
#elif ( ASE_FRAGMENT_NORMAL == 1 )
o.Normal = UnityObjectToWorldNormal( o.Normal );
#elif ( ASE_FRAGMENT_NORMAL == 2 )
// @diogo: already in world-space; do nothing
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
#ifndef USING_DIRECTIONAL_LIGHT
half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
#else
half3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = PositionWS;
giInput.worldViewDir = ViewDirWS;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.ambientOrLightmapUV;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.ambientOrLightmapUV.rgb;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
#if defined(ASE_LIGHTING_SIMPLE)
#if defined(_SPECULAR_SETUP)
LightingBlinnPhong_GI(o, giInput, gi);
#else
LightingLambert_GI(o, giInput, gi);
#endif
#else
#if defined(_SPECULAR_SETUP)
LightingStandardSpecular_GI(o, giInput, gi);
#else
LightingStandard_GI(o, giInput, gi);
#endif
#endif
#ifdef ASE_BAKEDGI
gi.indirect.diffuse = BakedGI;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
gi.indirect.diffuse = 0;
#endif
half4 c = 0;
#if defined(ASE_LIGHTING_SIMPLE)
#if defined(_SPECULAR_SETUP)
c += LightingBlinnPhong (o, ViewDirWS, gi);
#else
c += LightingLambert( o, gi );
#endif
#else
#if defined(_SPECULAR_SETUP)
c += LightingStandardSpecular (o, ViewDirWS, gi);
#else
c += LightingStandard(o, ViewDirWS, gi);
#endif
#endif
#ifdef ASE_TRANSMISSION
{
half shadow = _TransmissionShadow;
#ifdef DIRECTIONAL
half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
#else
half3 lightAtten = gi.light.color;
#endif
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
c.rgb += o.Albedo * transmission;
}
#endif
#ifdef ASE_TRANSLUCENCY
{
half shadow = _TransShadow;
half normal = _TransNormal;
half scattering = _TransScattering;
half direct = _TransDirect;
half ambient = _TransAmbient;
half strength = _TransStrength;
#ifdef DIRECTIONAL
half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
#else
half3 lightAtten = gi.light.color;
#endif
half3 lightDir = gi.light.dir + o.Normal * normal;
half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
c.rgb += o.Albedo * translucency * strength;
}
#endif
c.rgb += o.Emission;
#if defined( ASE_FOG )
UNITY_APPLY_FOG( FogCoord, c );
#endif
return c;
}
ENDCG
}
Pass
{
Name "ForwardAdd"
Tags { "LightMode"="ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#define ASE_GEOMETRY 1
#define ASE_FRAGMENT_NORMAL 0
#define ASE_RECEIVE_SHADOWS
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG
#define ASE_VERSION 19903
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd_fullshadows
#ifndef UNITY_PASS_FORWARDADD
#define UNITY_PASS_FORWARDADD
#endif
#include "HLSLSupport.cginc"
#ifdef ASE_GEOMETRY
#ifndef UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_LOD_FADE
#endif
#ifndef UNITY_INSTANCED_SH
#define UNITY_INSTANCED_SH
#endif
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#include "UnityStandardUtils.cginc"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord
half3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
UNITY_LIGHTING_COORDS( 3, 4 )
float4 ase_texcoord5 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform samplerCUBE _CubemapBlured;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _NormalMapDepth;
uniform samplerCUBE _Cubmap;
uniform float _SmoothRough;
uniform float _SmoothFromMapSwitch;
uniform sampler2D _MetallicMap;
uniform float4 _MetallicMap_ST;
uniform sampler2D _SmoothnessMap;
uniform float4 _SmoothnessMap_ST;
uniform float _Snoothness;
uniform float4 _CubemapColor;
uniform float _Metallic;
uniform float _MetalicBrightnes;
uniform float4 _EmissionColor;
uniform float _EmissionMultiplayer;
uniform float _EmissionSwitch;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
v2f VertexFunction (appdata v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord5.xyz = v.texcoord.xyzw.xyz;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord5.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.vertex.w = 1;
v.normal = v.normal;
v.tangent = v.tangent;
float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 normalWS = UnityObjectToWorldNormal( v.normal );
half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
o.pos = UnityObjectToClipPos( v.vertex );
o.positionWS.xyz = positionWS;
o.normalWS = normalWS;
o.tangentWS = half4( tangentWS, v.tangent.w );
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
#if defined( ASE_FOG )
o.positionWS.w = o.pos.z;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.tangentWS.zw = v.texcoord.xy;
o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
half4 tangent : TANGENT;
half3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( appdata v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.tangent = v.tangent;
o.normal = v.normal;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
appdata o = (appdata) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
v2f vert ( appdata v )
{
return VertexFunction( v );
}
#endif
half4 frag ( v2f IN
#if defined( ASE_DEPTH_WRITE_ON )
, out float outputDepth : SV_Depth
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef LOD_FADE_CROSSFADE
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(ASE_LIGHTING_SIMPLE)
SurfaceOutput o = (SurfaceOutput)0;
#else
#if defined(_SPECULAR_SETUP)
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#endif
#endif
half atten;
{
#if defined( ASE_RECEIVE_SHADOWS )
UNITY_LIGHT_ATTENUATION( temp, IN, IN.positionWS.xyz )
atten = temp;
#else
atten = 1;
#endif
}
float3 PositionWS = IN.positionWS.xyz;
half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = IN.normalWS;
half3 TangentWS = IN.tangentWS.xyz;
half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
half3 LightAtten = atten;
float FogCoord = IN.positionWS.w;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
BitangentWS = cross(NormalWS, -TangentWS);
#endif
float2 uv_Albedo = IN.ase_texcoord5.xyz.xy * _Albedo_ST.xy + _Albedo_ST.zw;
float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo );
float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor );
float2 uv_NormalMap = IN.ase_texcoord5.xyz.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalMapDepth );
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
float3 worldRefl69 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
float2 uv_MetallicMap = IN.ase_texcoord5.xyz.xy * _MetallicMap_ST.xy + _MetallicMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap );
float2 uv_SmoothnessMap = IN.ase_texcoord5.xyz.xy * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw;
float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb );
float temp_output_10_0 = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) )) * _Snoothness );
float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, worldRefl69 ) , texCUBE( _Cubmap, worldRefl69 ) , temp_output_10_0);
float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor );
float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb );
float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes);
float temp_output_7_0 = ( _Metallic * lerpResult93 );
float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0);
float2 uv_EmissionMap = IN.ase_texcoord5.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap );
o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb;
o.Normal = tex2DNode13;
half3 Specular = half3( 0, 0, 0 );
half Metallic = temp_output_7_0;
half Smoothness = temp_output_10_0;
half Occlusion = 1;
#if defined(ASE_LIGHTING_SIMPLE)
o.Specular = Specular.x;
o.Gloss = Smoothness;
#else
#if defined(_SPECULAR_SETUP)
o.Specular = Specular;
#else
o.Metallic = Metallic;
#endif
o.Occlusion = Occlusion;
o.Smoothness = Smoothness;
#endif
o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * tex2DNode33.a ) ):( tex2DNode33 )) ) ).rgb;
o.Alpha = 1;
half AlphaClipThreshold = 0.5;
half3 Transmission = 1;
half3 Translucency = 1;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = IN.pos.z;
#endif
#ifdef _ALPHATEST_ON
clip( o.Alpha - AlphaClipThreshold );
#endif
#if defined( ASE_CHANGES_WORLD_POS )
{
#if defined( ASE_RECEIVE_SHADOWS )
UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
LightAtten = temp;
#else
LightAtten = 1;
#endif
}
#endif
#if ( ASE_FRAGMENT_NORMAL == 0 )
o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
#elif ( ASE_FRAGMENT_NORMAL == 1 )
o.Normal = UnityObjectToWorldNormal( o.Normal );
#elif ( ASE_FRAGMENT_NORMAL == 2 )
// @diogo: already in world-space; do nothing
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
#ifndef USING_DIRECTIONAL_LIGHT
half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
#else
half3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
gi.light.color *= atten;
half4 c = 0;
#if defined(ASE_LIGHTING_SIMPLE)
#if defined(_SPECULAR_SETUP)
c += LightingBlinnPhong (o, ViewDirWS, gi);
#else
c += LightingLambert( o, gi );
#endif
#else
#if defined(_SPECULAR_SETUP)
c += LightingStandardSpecular(o, ViewDirWS, gi);
#else
c += LightingStandard(o, ViewDirWS, gi);
#endif
#endif
#ifdef ASE_TRANSMISSION
{
half shadow = _TransmissionShadow;
#ifdef DIRECTIONAL
half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
#else
half3 lightAtten = gi.light.color;
#endif
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
c.rgb += o.Albedo * transmission;
}
#endif
#ifdef ASE_TRANSLUCENCY
{
half shadow = _TransShadow;
half normal = _TransNormal;
half scattering = _TransScattering;
half direct = _TransDirect;
half ambient = _TransAmbient;
half strength = _TransStrength;
#ifdef DIRECTIONAL
half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
#else
half3 lightAtten = gi.light.color;
#endif
half3 lightDir = gi.light.dir + o.Normal * normal;
half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
c.rgb += o.Albedo * translucency * strength;
}
#endif
#if defined( ASE_FOG )
UNITY_APPLY_FOG( FogCoord, c );
#endif
return c;
}
ENDCG
}
Pass
{
Name "Deferred"
Tags { "LightMode"="Deferred" }
AlphaToMask Off
CGPROGRAM
#define ASE_GEOMETRY 1
#define ASE_FRAGMENT_NORMAL 0
#define ASE_RECEIVE_SHADOWS
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG
#define ASE_VERSION 19903
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal
#ifndef UNITY_PASS_DEFERRED
#define UNITY_PASS_DEFERRED
#endif
#include "HLSLSupport.cginc"
#ifdef ASE_GEOMETRY
#ifndef UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_LOD_FADE
#endif
#ifndef UNITY_INSTANCED_SH
#define UNITY_INSTANCED_SH
#endif
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#include "UnityStandardUtils.cginc"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord
half3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
half4 ambientOrLightmapUV : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
half4 unity_Ambient;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform samplerCUBE _CubemapBlured;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _NormalMapDepth;
uniform samplerCUBE _Cubmap;
uniform float _SmoothRough;
uniform float _SmoothFromMapSwitch;
uniform sampler2D _MetallicMap;
uniform float4 _MetallicMap_ST;
uniform sampler2D _SmoothnessMap;
uniform float4 _SmoothnessMap_ST;
uniform float _Snoothness;
uniform float4 _CubemapColor;
uniform float _Metallic;
uniform float _MetalicBrightnes;
uniform float4 _EmissionColor;
uniform float _EmissionMultiplayer;
uniform float _EmissionSwitch;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
v2f VertexFunction (appdata v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord4.xyz = v.texcoord.xyzw.xyz;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.vertex.w = 1;
v.normal = v.normal;
v.tangent = v.tangent;
float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 normalWS = UnityObjectToWorldNormal( v.normal );
half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
o.pos = UnityObjectToClipPos( v.vertex );
o.positionWS.xyz = positionWS;
o.normalWS = normalWS;
o.tangentWS = half4( tangentWS, v.tangent.w );
o.ambientOrLightmapUV = 0;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#elif UNITY_SHOULD_SAMPLE_SH
#ifdef VERTEXLIGHT_ON
o.ambientOrLightmapUV.rgb += Shade4PointLights(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, positionWS, normalWS );
#endif
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.tangentWS.zw = v.texcoord.xy;
o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
half4 tangent : TANGENT;
half3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( appdata v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.tangent = v.tangent;
o.normal = v.normal;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
appdata o = (appdata) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
v2f vert ( appdata v )
{
return VertexFunction( v );
}
#endif
void frag (v2f IN
, out half4 outGBuffer0 : SV_Target0
, out half4 outGBuffer1 : SV_Target1
, out half4 outGBuffer2 : SV_Target2
, out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
, out half4 outShadowMask : SV_Target4
#endif
#if defined( ASE_DEPTH_WRITE_ON )
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef LOD_FADE_CROSSFADE
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(ASE_LIGHTING_SIMPLE)
SurfaceOutput o = (SurfaceOutput)0;
#else
#if defined(_SPECULAR_SETUP)
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#endif
#endif
float3 PositionWS = IN.positionWS.xyz;
half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = IN.normalWS;
half3 TangentWS = IN.tangentWS.xyz;
half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
BitangentWS = cross(NormalWS, -TangentWS);
#endif
float2 uv_Albedo = IN.ase_texcoord4.xyz.xy * _Albedo_ST.xy + _Albedo_ST.zw;
float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo );
float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor );
float2 uv_NormalMap = IN.ase_texcoord4.xyz.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalMapDepth );
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
float3 worldRefl69 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
float2 uv_MetallicMap = IN.ase_texcoord4.xyz.xy * _MetallicMap_ST.xy + _MetallicMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap );
float2 uv_SmoothnessMap = IN.ase_texcoord4.xyz.xy * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw;
float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb );
float temp_output_10_0 = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) )) * _Snoothness );
float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, worldRefl69 ) , texCUBE( _Cubmap, worldRefl69 ) , temp_output_10_0);
float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor );
float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb );
float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes);
float temp_output_7_0 = ( _Metallic * lerpResult93 );
float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0);
float2 uv_EmissionMap = IN.ase_texcoord4.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap );
o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb;
o.Normal = tex2DNode13;
half3 Specular = half3( 0, 0, 0 );
half Metallic = temp_output_7_0;
half Smoothness = temp_output_10_0;
half Occlusion = 1;
#if defined(ASE_LIGHTING_SIMPLE)
o.Specular = Specular.x;
o.Gloss = Smoothness;
#else
#if defined(_SPECULAR_SETUP)
o.Specular = Specular;
#else
o.Metallic = Metallic;
#endif
o.Occlusion = Occlusion;
o.Smoothness = Smoothness;
#endif
o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * tex2DNode33.a ) ):( tex2DNode33 )) ) ).rgb;
o.Alpha = 1;
half AlphaClipThreshold = 0.5;
half3 BakedGI = 0;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = IN.pos.z;
#endif
#if ( ASE_FRAGMENT_NORMAL == 0 )
o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
#elif ( ASE_FRAGMENT_NORMAL == 1 )
o.Normal = UnityObjectToWorldNormal( o.Normal );
#elif ( ASE_FRAGMENT_NORMAL == 2 )
// @diogo: already in world-space; do nothing
#endif
#ifdef _ALPHATEST_ON
clip( o.Alpha - AlphaClipThreshold );
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
#ifndef USING_DIRECTIONAL_LIGHT
half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
#else
half3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = 0;
gi.light.dir = half3( 0, 1, 0 );
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = PositionWS;
giInput.worldViewDir = ViewDirWS;
giInput.atten = 1;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.ambientOrLightmapUV;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.ambientOrLightmapUV.rgb;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
#if defined(ASE_LIGHTING_SIMPLE)
#if defined(_SPECULAR_SETUP)
LightingBlinnPhong_GI(o, giInput, gi);
#else
LightingLambert_GI(o, giInput, gi);
#endif
#else
#if defined(_SPECULAR_SETUP)
LightingStandardSpecular_GI(o, giInput, gi);
#else
LightingStandard_GI(o, giInput, gi);
#endif
#endif
#ifdef ASE_BAKEDGI
gi.indirect.diffuse = BakedGI;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
gi.indirect.diffuse = 0;
#endif
#if defined(ASE_LIGHTING_SIMPLE)
#if defined(_SPECULAR_SETUP)
outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
#else
outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
#endif
#else
#if defined(_SPECULAR_SETUP)
outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
#else
outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
#endif
#endif
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) );
#endif
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
}
ENDCG
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
CGPROGRAM
#define ASE_GEOMETRY 1
#define ASE_FRAGMENT_NORMAL 0
#define ASE_RECEIVE_SHADOWS
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG
#define ASE_VERSION 19903
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma shader_feature EDITOR_VISUALIZATION
#ifndef UNITY_PASS_META
#define UNITY_PASS_META
#endif
#include "HLSLSupport.cginc"
#ifdef ASE_GEOMETRY
#ifndef UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_LOD_FADE
#endif
#ifndef UNITY_INSTANCED_SH
#define UNITY_INSTANCED_SH
#endif
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityMetaPass.cginc"
#include "UnityStandardUtils.cginc"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TANGENT
#define ASE_NEEDS_VERT_NORMAL
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
#ifdef EDITOR_VISUALIZATION
float2 vizUV : TEXCOORD0;
float4 lightCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform samplerCUBE _CubemapBlured;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _NormalMapDepth;
uniform samplerCUBE _Cubmap;
uniform float _SmoothRough;
uniform float _SmoothFromMapSwitch;
uniform sampler2D _MetallicMap;
uniform float4 _MetallicMap_ST;
uniform sampler2D _SmoothnessMap;
uniform float4 _SmoothnessMap_ST;
uniform float _Snoothness;
uniform float4 _CubemapColor;
uniform float _Metallic;
uniform float _MetalicBrightnes;
uniform float4 _EmissionColor;
uniform float _EmissionMultiplayer;
uniform float _EmissionSwitch;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
v2f VertexFunction( appdata v )
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_tangentWS = UnityObjectToWorldDir( v.tangent );
o.ase_texcoord3.xyz = ase_tangentWS;
float3 ase_normalWS = UnityObjectToWorldNormal( v.normal );
o.ase_texcoord4.xyz = ase_normalWS;
float ase_tangentSign = v.tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
o.ase_texcoord5.xyz = ase_bitangentWS;
float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
o.ase_texcoord6.xyz = ase_positionWS;
o.ase_texcoord2.xyz = v.texcoord.xyzw.xyz;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.vertex.w = 1;
v.normal = v.normal;
v.tangent = v.tangent;
#ifdef EDITOR_VISUALIZATION
o.vizUV = 0;
o.lightCoord = 0;
if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
{
o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
}
#endif
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( appdata v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.tangent = v.tangent;
o.normal = v.normal;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
appdata o = (appdata) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
v2f vert( appdata v )
{
return VertexFunction( v );
}
#endif
half4 frag( v2f IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef LOD_FADE_CROSSFADE
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(ASE_LIGHTING_SIMPLE)
SurfaceOutput o = (SurfaceOutput)0;
#else
#if defined(_SPECULAR_SETUP)
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#endif
#endif
float2 uv_Albedo = IN.ase_texcoord2.xyz.xy * _Albedo_ST.xy + _Albedo_ST.zw;
float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo );
float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor );
float2 uv_NormalMap = IN.ase_texcoord2.xyz.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalMapDepth );
float3 ase_tangentWS = IN.ase_texcoord3.xyz;
float3 ase_normalWS = IN.ase_texcoord4.xyz;
float3 ase_bitangentWS = IN.ase_texcoord5.xyz;
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
float3 ase_positionWS = IN.ase_texcoord6.xyz;
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - ase_positionWS );
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
float3 worldRefl69 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
float2 uv_MetallicMap = IN.ase_texcoord2.xyz.xy * _MetallicMap_ST.xy + _MetallicMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap );
float2 uv_SmoothnessMap = IN.ase_texcoord2.xyz.xy * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw;
float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb );
float temp_output_10_0 = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( linearToGamma103.z ):( tex2DNode5.a )) )) * _Snoothness );
float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, worldRefl69 ) , texCUBE( _Cubmap, worldRefl69 ) , temp_output_10_0);
float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor );
float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb );
float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes);
float temp_output_7_0 = ( _Metallic * lerpResult93 );
float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0);
float2 uv_EmissionMap = IN.ase_texcoord2.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap );
o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb;
o.Normal = half3( 0, 0, 1 );
o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * tex2DNode33.a ) ):( tex2DNode33 )) ) ).rgb;
o.Alpha = 1;
half AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip( o.Alpha - AlphaClipThreshold );
#endif
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = o.Albedo;
metaIN.Emission = o.Emission;
#ifdef EDITOR_VISUALIZATION
metaIN.VizUV = IN.vizUV;
metaIN.LightCoord = IN.lightCoord;
#endif
return UnityMetaFragment(metaIN);
}
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
CGPROGRAM
#define ASE_GEOMETRY 1
#define ASE_FRAGMENT_NORMAL 0
#define ASE_RECEIVE_SHADOWS
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG
#define ASE_VERSION 19903
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster
#ifndef UNITY_PASS_SHADOWCASTER
#define UNITY_PASS_SHADOWCASTER
#endif
#include "HLSLSupport.cginc"
#ifdef ASE_GEOMETRY
#ifndef UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_LOD_FADE
#endif
#ifndef UNITY_INSTANCED_SH
#define UNITY_INSTANCED_SH
#endif
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
half4 tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
V2F_SHADOW_CASTER;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef UNITY_STANDARD_USE_DITHER_MASK
sampler3D _DitherMaskLOD;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
v2f VertexFunction( appdata v )
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.vertex.w = 1;
v.normal = v.normal;
v.tangent = v.tangent;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
half4 tangent : TANGENT;
half3 normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( appdata v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.tangent = v.tangent;
o.normal = v.normal;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
appdata o = (appdata) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
v2f vert( appdata v )
{
return VertexFunction( v );
}
#endif
half4 frag( v2f IN
#if defined( ASE_DEPTH_WRITE_ON )
, out float outputDepth : SV_Depth
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef LOD_FADE_CROSSFADE
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(ASE_LIGHTING_SIMPLE)
SurfaceOutput o = (SurfaceOutput)0;
#else
#if defined(_SPECULAR_SETUP)
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#endif
o.Occlusion = 1;
#endif
o.Normal = half3( 0, 0, 1 );
o.Alpha = 1;
half AlphaClipThreshold = 0.5;
half AlphaClipThresholdShadow = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = IN.pos.z;
#endif
#ifdef _ALPHATEST_SHADOW_ON
if (unity_LightShadowBias.z != 0.0)
clip(o.Alpha - AlphaClipThresholdShadow);
#ifdef _ALPHATEST_ON
else
clip(o.Alpha - AlphaClipThreshold);
#endif
#else
#ifdef _ALPHATEST_ON
clip(o.Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef UNITY_STANDARD_USE_DITHER_MASK
half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a;
clip(alphaRef - 0.01);
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
/*ASEBEGIN
Version=19903
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-1961.9,260.7534;Inherit;True;Property;_SmoothnessMap;SmoothnessMap;20;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.LinearToGammaNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;-1611.315,288.9816;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-1775.516,-38.90791;Inherit;True;Property;_MetallicMap;MetallicMap;21;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;-1383.809,277.0616;Inherit;False;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-1130.743,191.3664;Float;False;Property;_SmoothFromMapSwitch;SmoothFromMapSwitch;17;0;Create;True;0;0;0;False;0;False;1;True;Create;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;66;-1536.795,-552.9112;Float;False;Property;_NormalMapDepth;NormalMapDepth;24;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;12;-750.9462,311.9731;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;13;-1234.694,-697.3605;Inherit;True;Property;_NormalMap;NormalMap;16;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;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;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.WorldReflectionVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;69;-897.6703,-872.7013;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;9;-461.2012,333.9779;Float;False;Property;_Snoothness;Snoothness;22;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;11;-515.8754,163.1064;Float;False;Property;_SmoothRough;Smooth/Rough;19;0;Create;True;0;0;0;False;0;False;0;True;Create;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;10;-196.8749,160.8066;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-428.6443,-1101.225;Inherit;True;Property;_CubemapBlured;CubemapBlured;12;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;False;8;0;SAMPLERCUBE;0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;1;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-403.4567,-799.6359;Inherit;True;Property;_Albedo;Albedo;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;4;-406.1573,-598.7033;Float;False;Property;_AlbedoColor;AlbedoColor;10;0;Create;True;0;0;0;False;0;False;1,1,1,1;0.7169812,0.7169812,0.7169812,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.LinearToGammaNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-1487.305,24.36759;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;68;-413.7061,-1445.651;Inherit;True;Property;_Cubmap;Cubmap;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;False;8;0;SAMPLERCUBE;0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;1;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;0.9208729,-670.8475;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;33;-483.3045,-288.8951;Inherit;True;Property;_EmissionMap;EmissionMap;13;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;95;-1387.871,-249.1329;Float;False;Property;_MetalicBrightnes;MetalicBrightnes;25;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;87;-32.05244,-1379.678;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;70;-80.62634,-1197.825;Float;False;Property;_CubemapColor;CubemapColor;9;0;Create;True;0;0;0;False;0;False;0,0,0,1;0,0,0,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-1207.845,1.661224;Inherit;False;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-1389.108,-135.8561;Float;False;Constant;_Float0;Float 0;21;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-4.434421,10.70831;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;93;-879.5681,-29.05231;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;8;-644.9746,-14.00033;Float;False;Property;_Metallic;Metallic;23;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;34;-4.894272,-515.6068;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;71;193.4309,-1369.369;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.DitheringNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;494.5853,290.903;Inherit;False;1;False;4;0;FLOAT;0;False;1;SAMPLER2D;;False;2;FLOAT4;0,0,0,0;False;3;SAMPLERSTATE;;False;1;FLOAT;0
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;32;319.2034,-471.3975;Float;False;Property;_EmissionSwitch;EmissionSwitch;18;0;Create;True;0;0;0;False;0;False;0;True;Create;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;278.4175,-630.2753;Float;False;Property;_EmissionMultiplayer;EmissionMultiplayer;15;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;7;-293.0748,8.706559;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;202.1891,-764.209;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;92;380.866,-975.7206;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;847.2006,-18.05502;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;39;709.4679,-581.6841;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;36;476.2137,-1228.58;Float;False;Property;_EmissionColor;EmissionColor;14;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;555.6287,-822.0814;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;108;511.7554,52.36712;Float;False;Property;_TransmissionColor;TransmissionColor;26;0;Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;1080.568,171.7845;Float;False;Property;_TranslucencyColor;TranslucencyColor;27;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;74;449.1386,-244.3364;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;37;923.8754,-706.2381;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;896.4552,138.6634;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;991.6052,-105.3687;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;113;1424,-368;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;1424,-368;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;4;ASE/ASE_StandartPlantsT;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardBase;0;1;ForwardBase;17;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;44;Category;0;0; Instanced Terrain Normals;1;0;Workflow;1;0;Surface;0;0; Blend;0;0; Dither Shadows;1;0;Two Sided;1;0;Alpha Clipping;0;0; Use Shadow Threshold;0;0;Deferred Pass;1;0;Normal Space,InvertActionOnDeselection;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;1;0;Receive Specular;2;0;Receive Reflections;2;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;Ambient Light;1;0;Meta Pass;1;0;Add Pass;1;0;Override Baked GI;0;0;Write Depth;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Disable Batching;0;0;Vertex Position,InvertActionOnDeselection;1;0;0;6;False;True;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;1424,-368;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardAdd;0;2;ForwardAdd;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;4;1;False;;1;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;True;1;LightMode=ForwardAdd;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;116;1424,-368;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;Deferred;0;3;Deferred;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Deferred;False;False;0;;0;0;Standard;0;False;0
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WireConnection;114;0;74;0
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WireConnection;114;5;10;0
WireConnection;114;2;37;0
ASEEND*/
//CHKSM=D0AD68E0819F92AD8241F4E3FF7D45C81CD18E73