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