Shader "MoreMountains/MMAdvancedToon" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.5 [Header(Albedo)]_MainTex("MainTex", 2D) = "white" {} _Tint("Tint", Color) = (1,1,1,1) [Header(Normal Map)]_Normal("Normal", 2D) = "bump" {} [Header(Ramp Texture)][Toggle(_USERAMPTEXTURE_ON)] _UseRampTexture("UseRampTexture", Float) = 0 _RampTexture("RampTexture", 2D) = "white" {} [Header(Generated Ramp)]_RampDark("RampDark", Color) = (0.3490566,0.3490566,0.3490566,0) _RampLight("RampLight", Color) = (1,1,1,0) _StepWidth("StepWidth", Range( 0.05 , 1)) = 0.25 [IntRange]_StepAmount("StepAmount", Range( 0 , 16)) = 2 _RampOffset("RampOffset", Range( 0 , 1)) = 0.5 [Header(Vertex Colors)][Toggle(_USEVERTEXCOLORS_ON)] _UseVertexColors("UseVertexColors", Float) = 0 [Header(Shadow)]_ShadowColor("ShadowColor", Color) = (1,0,0.115766,1) _LightColor("LightColor", Color) = (1,1,1,1) _ShadowBlur("ShadowBlur", Range( 0.01 , 1)) = 1 _ShadowStrength("ShadowStrength", Range( 0 , 1)) = 1 _ShadowSize("ShadowSize", Range( 0.01 , 1)) = 0.5 [KeywordEnum(Multiply,Replace,Lighten,HardMix)] _ShadowMixMode("ShadowMixMode", Float) = 0 [Header(Specular)][Toggle(_USESPECULAR_ON)] _UseSpecular("UseSpecular", Float) = 0 _SpecularSize("SpecularSize", Range( 0 , 1)) = 0.4 _SpecularFalloff("SpecularFalloff", Range( 0 , 2)) = 1 [HDR]_SpecularColor("SpecularColor", Color) = (2,2,2,1) _SpecularPower("SpecularPower", Float) = 1 _SpecularForceUnderShadow("SpecularForceUnderShadow", Float) = 0 [Header(Rim Light)][Toggle(_USERIMLIGHT_ON)] _UseRimLight("UseRimLight", Float) = 0 _RimColor("RimColor", Color) = (0,0.7342432,1,1) _RimPower("RimPower", Range( 0 , 1)) = 0.6547081 _RimAmount("RimAmount", Range( 0 , 1)) = 0.7 [Toggle(_HIDERIMUNDERSHADOW_ON)] _HideRimUnderShadow("HideRimUnderShadow", Float) = 0 [Toggle(_SHARPRIMLIGHT_ON)] _SharpRimLight("SharpRimLight", Float) = 1 [Header(Emission)]_EmissionTexture("EmissionTexture", 2D) = "white" {} [HDR]_EmissionColor("EmissionColor", Color) = (2,2,2,1) _EmissionForce("EmissionForce", Float) = 0 [Header(Animation)]_Framerate("Framerate", Float) = 5 [Header(VertexOffset)][Toggle(_USEVERTEXOFFSET_ON)] _UseVertexOffset("UseVertexOffset", Float) = 0 _VertexOffsetNoiseTexture("VertexOffsetNoiseTexture", 2D) = "white" {} _VertexOffsetFrequency("VertexOffsetFrequency", Float) = 2 _VertexOffsetMagnitude("VertexOffsetMagnitude", Float) = 0.05 _VertexOffsetX("VertexOffsetX", Float) = 0.5 _VertexOffsetY("VertexOffsetY", Float) = 0.5 _VertexOffsetZ("VertexOffsetZ", Float) = 0.5 [Header(Outline)]_OutlineColor("OutlineColor", Color) = (0.5451996,1,0,1) _OutlineWidth("OutlineWidth", Float) = 0.1 _OutlineAlpha("OutlineAlpha", Range( 0 , 1)) = 0 [Header(SecondaryTexture)]_SecondaryTexture("SecondaryTexture", 2D) = "white" {} _SecondaryTextureStrength("SecondaryTextureStrength", Float) = 0 _SecondaryTextureSize("SecondaryTextureSize", Float) = 1 _SecondaryTextureSpeedFactor("SecondaryTextureSpeedFactor", Float) = 0 [Header(ToneMapping)]_Desaturation("Desaturation", Range( 0 , 1)) = 0 _Contrast("Contrast", Range( -1 , 0.99)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0"} Cull Front CGPROGRAM #pragma target 3.0 #pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc void outlineVertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float outlineVar = _OutlineWidth; v.vertex.xyz += ( v.normal * outlineVar ); } inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } void outlineSurf( Input i, inout SurfaceOutput o ) { o.Emission = _OutlineColor.rgb; clip( _OutlineAlpha - _Cutoff ); } ENDCG Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma shader_feature_local _USEVERTEXOFFSET_ON #pragma shader_feature_local _SHADOWMIXMODE_MULTIPLY _SHADOWMIXMODE_REPLACE _SHADOWMIXMODE_LIGHTEN _SHADOWMIXMODE_HARDMIX #pragma shader_feature_local _USESPECULAR_ON #pragma shader_feature_local _USERAMPTEXTURE_ON #pragma shader_feature_local _USEVERTEXCOLORS_ON #pragma shader_feature_local _USERIMLIGHT_ON #pragma shader_feature_local _SHARPRIMLIGHT_ON #pragma shader_feature_local _HIDERIMUNDERSHADOW_ON #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 vertexToFrag80; float3 worldPos; float4 vertexColor : COLOR; float3 worldNormal; INTERNAL_DATA }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float _VertexOffsetMagnitude; uniform sampler2D _VertexOffsetNoiseTexture; uniform float _Framerate; uniform float _VertexOffsetFrequency; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float _VertexOffsetZ; uniform sampler2D _EmissionTexture; uniform float4 _EmissionTexture_ST; uniform float4 _EmissionColor; uniform float _EmissionForce; uniform float4 _RampDark; uniform float4 _RampLight; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _StepWidth; uniform float _StepAmount; uniform float _RampOffset; uniform sampler2D _RampTexture; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Tint; uniform sampler2D _SecondaryTexture; uniform float _SecondaryTextureSize; uniform float _SecondaryTextureSpeedFactor; uniform float _SecondaryTextureStrength; uniform float _SpecularPower; uniform float _SpecularSize; uniform float _SpecularFalloff; uniform float4 _ShadowColor; uniform float _ShadowStrength; uniform float4 _LightColor; uniform float _ShadowSize; uniform float _ShadowBlur; uniform float _SpecularForceUnderShadow; uniform float4 _SpecularColor; uniform float _RimAmount; uniform float _RimPower; uniform float4 _RimColor; uniform float _Desaturation; uniform float _Contrast; uniform float _OutlineWidth; uniform float4 _OutlineColor; uniform float _OutlineAlpha; uniform float _Cutoff = 0.5; void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float4 temp_cast_0 = (0.0).xxxx; half steppedTime293 = ( round( ( _Time.y * _Framerate ) ) / _Framerate ); float3 ase_vertex3Pos = v.vertex.xyz; float3 temp_output_281_0 = ( ase_vertex3Pos * _VertexOffsetFrequency ); half2 vertexOffsetXUV302 = ( steppedTime293 + (temp_output_281_0).xy ); half2 vertexOffsetYUV303 = ( ( steppedTime293 * 2.0 ) + (temp_output_281_0).yz ); half2 vertexOffsetZUV304 = ( ( steppedTime293 * 4.0 ) + (temp_output_281_0).xz ); float4 appendResult308 = (float4(( tex2Dlod( _VertexOffsetNoiseTexture, float4( vertexOffsetXUV302, 0, 0.0) ).r - _VertexOffsetX ) , ( tex2Dlod( _VertexOffsetNoiseTexture, float4( vertexOffsetYUV303, 0, 0.0) ).r - _VertexOffsetY ) , ( tex2Dlod( _VertexOffsetNoiseTexture, float4( vertexOffsetZUV304, 0, 0.0) ).r - _VertexOffsetZ ) , 0.0)); #ifdef _USEVERTEXOFFSET_ON float4 staticSwitch350 = ( _VertexOffsetMagnitude * appendResult308 ); #else float4 staticSwitch350 = temp_cast_0; #endif float3 vertexOffset311 = (staticSwitch350).xyz; float3 outline364 = 0; v.vertex.xyz += ( vertexOffset311 + outline364 ); float2 uv_Normal = v.texcoord * _Normal_ST.xy + _Normal_ST.zw; float3 normal83 = UnpackNormal( tex2Dlod( _Normal, float4( uv_Normal, 0, 0.0) ) ); float3 ase_worldNormal = UnityObjectToWorldNormal( v.normal ); float3 ase_worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); float3x3 tangentToWorld = CreateTangentToWorldPerVertex( ase_worldNormal, ase_worldTangent, v.tangent.w ); float3 tangentNormal33 = normal83; float3 modWorldNormal33 = normalize( (tangentToWorld[0] * tangentNormal33.x + tangentToWorld[1] * tangentNormal33.y + tangentToWorld[2] * tangentNormal33.z) ); o.vertexToFrag80 = modWorldNormal33; } inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; #ifdef UNITY_PASS_FORWARDBASE float ase_lightAtten = data.atten; if( _LightColor0.a == 0) ase_lightAtten = 0; #else float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); #endif #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); #endif float3 normalizeResult81 = normalize( i.vertexToFrag80 ); float3 ase_worldPos = i.worldPos; #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld float3 ase_worldlightDir = 0; #else //aseld float3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) ); #endif //aseld float dotResult34 = dot( normalizeResult81 , ase_worldlightDir ); float NdotL31 = dotResult34; float4 lerpResult277 = lerp( _RampDark , _RampLight , saturate( (( floor( ( NdotL31 / _StepWidth ) ) / _StepAmount )*0.5 + _RampOffset) )); float2 temp_cast_1 = (saturate( (NdotL31*0.5 + 0.5) )).xx; #ifdef _USERAMPTEXTURE_ON float4 staticSwitch3 = tex2D( _RampTexture, temp_cast_1 ); #else float4 staticSwitch3 = lerpResult277; #endif float4 ramp51 = staticSwitch3; #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc float4 ase_lightColor = 0; #else //aselc float4 ase_lightColor = _LightColor0; #endif //aselc float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 temp_cast_3 = (1.0).xxxx; #ifdef _USEVERTEXCOLORS_ON float4 staticSwitch7 = i.vertexColor; #else float4 staticSwitch7 = temp_cast_3; #endif half steppedTime293 = ( round( ( _Time.y * _Framerate ) ) / _Framerate ); float4 lerpResult386 = lerp( ( ( tex2D( _MainTex, uv_MainTex ) * _Tint ) * staticSwitch7 ) , tex2D( _SecondaryTexture, ( ( i.uv_texcoord * _SecondaryTextureSize ) + ( steppedTime293 * _SecondaryTextureSpeedFactor ) ) ) , _SecondaryTextureStrength); float4 albedo11 = lerpResult386; float4 temp_output_73_0 = ( ( ramp51 * float4( ase_lightColor.rgb , 0.0 ) ) * albedo11 ); float temp_output_120_0 = ( 1.0 - _SpecularSize ); float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float dotResult106 = dot( ase_worldViewDir , ase_worldNormal ); float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw; float3 normal83 = UnpackNormal( tex2D( _Normal, uv_Normal ) ); float dotResult110 = dot( ase_worldViewDir , -reflect( ase_worldlightDir , (WorldNormalVector( i , normal83 )) ) ); float specular113 = ( pow( dotResult106 , _SpecularFalloff ) * dotResult110 ); float specularDelta116 = fwidth( specular113 ); float smoothstepResult121 = smoothstep( temp_output_120_0 , ( temp_output_120_0 + specularDelta116 ) , specular113); float temp_output_2_0_g2 = _ShadowStrength; float temp_output_3_0_g2 = ( 1.0 - temp_output_2_0_g2 ); float3 appendResult7_g2 = (float3(temp_output_3_0_g2 , temp_output_3_0_g2 , temp_output_3_0_g2)); float clampResult189 = clamp( ase_lightAtten , 0.0 , 1.0 ); float lerpResult409 = lerp( clampResult189 , step( _ShadowSize , clampResult189 ) , _ShadowBlur); float temp_output_191_0 = pow( lerpResult409 , _ShadowBlur ); float4 lerpResult194 = lerp( float4( ( ( _ShadowColor.rgb * temp_output_2_0_g2 ) + appendResult7_g2 ) , 0.0 ) , _LightColor , temp_output_191_0); float4 shadow195 = lerpResult194; float4 temp_cast_7 = (_SpecularForceUnderShadow).xxxx; float4 temp_output_274_0 = round( pow( max( shadow195 , float4( 0.9528302,0.9528302,0.9528302,0 ) ) , temp_cast_7 ) ); float4 specularIntensity124 = ( ( _SpecularPower * smoothstepResult121 ) * temp_output_274_0 ); float4 temp_output_131_0 = ( specular113 * _SpecularColor * saturate( specularIntensity124 ) ); float4 computedSpecular133 = temp_output_131_0; #ifdef _USESPECULAR_ON float4 staticSwitch137 = ( ( temp_output_73_0 * ( 1.0 - specularIntensity124 ) ) + computedSpecular133 ); #else float4 staticSwitch137 = temp_output_73_0; #endif float4 litColor422 = staticSwitch137; float shadowArea411 = temp_output_191_0; float4 blendOpSrc410 = litColor422; float4 blendOpDest410 = shadow195; float4 blendOpSrc430 = litColor422; float4 blendOpDest430 = shadow195; #if defined(_SHADOWMIXMODE_MULTIPLY) float4 staticSwitch420 = ( litColor422 * shadow195 ); #elif defined(_SHADOWMIXMODE_REPLACE) float4 staticSwitch420 = ( ( litColor422 * shadowArea411 ) + ( shadow195 * ( 1.0 - shadowArea411 ) ) ); #elif defined(_SHADOWMIXMODE_LIGHTEN) float4 staticSwitch420 = ( saturate( max( blendOpSrc410, blendOpDest410 ) )); #elif defined(_SHADOWMIXMODE_HARDMIX) float4 staticSwitch420 = ( saturate( round( 0.5 * ( blendOpSrc430 + blendOpDest430 ) ) )); #else float4 staticSwitch420 = ( litColor422 * shadow195 ); #endif float4 shadowMix435 = staticSwitch420; float4 temp_cast_8 = (0.0).xxxx; float rimAmount169 = _RimAmount; float dotResult89 = dot( (WorldNormalVector( i , normal83 )) , ase_worldViewDir ); float NdotV90 = dotResult89; #ifdef _HIDERIMUNDERSHADOW_ON float staticSwitch166 = NdotL31; #else float staticSwitch166 = 1.0; #endif float temp_output_148_0 = ( ( 1.0 - NdotV90 ) * pow( staticSwitch166 , _RimPower ) ); float smoothstepResult150 = smoothstep( ( rimAmount169 - 0.01 ) , ( 0.01 + rimAmount169 ) , temp_output_148_0); #ifdef _SHARPRIMLIGHT_ON float staticSwitch168 = smoothstepResult150; #else float staticSwitch168 = ( rimAmount169 * temp_output_148_0 ); #endif #ifdef _USERIMLIGHT_ON float4 staticSwitch164 = ( staticSwitch168 * _RimColor ); #else float4 staticSwitch164 = temp_cast_8; #endif float4 rimLight157 = staticSwitch164; float4 preToneMapping438 = ( shadowMix435 + rimLight157 ); float grayscale442 = Luminance(preToneMapping438.rgb); float4 temp_cast_10 = (grayscale442).xxxx; float4 lerpResult444 = lerp( preToneMapping438 , temp_cast_10 , _Desaturation); float4 temp_cast_11 = (_Contrast).xxxx; float4 postToneMapping439 = (float4( 0,0,0,0 ) + (lerpResult444 - temp_cast_11) * (float4( 1,1,1,0 ) - float4( 0,0,0,0 )) / (float4( 1,1,1,0 ) - temp_cast_11)); float4 lightCol68 = postToneMapping439; c.rgb = lightCol68.rgb; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; o.Normal = float3(0,0,1); float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw; float4 computedEmission182 = ( ( tex2D( _EmissionTexture, uv_EmissionTexture ) * _EmissionColor ) * _EmissionForce ); o.Emission = computedEmission182.rgb; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred vertex:vertexDataFunc ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 customPack2 : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; half4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.customPack2.xyz = customInputData.vertexToFrag80; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.color = v.color; return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; surfIN.vertexToFrag80 = IN.customPack2.xyz; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; surfIN.vertexColor = IN.color; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }