387 lines
18 KiB
GLSL
387 lines
18 KiB
GLSL
Shader "Unreal/M_Yellow_Building_1"
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{
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Properties
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{
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_MainTex("MainTex (RGB)", 2D) = "white" {}
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Material_Texture2D_0( "Normal_Map", 2D ) = "white" {}
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Material_Texture2D_1( "Emissive_Map", 2D ) = "white" {}
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Material_Texture2D_2( "ColorMap", 2D ) = "white" {}
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Material_Texture2D_3( "MetalicMap", 2D ) = "white" {}
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Material_Texture2D_4( "RoughnessMap1", 2D ) = "white" {}
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View_BufferSizeAndInvSize( "View_BufferSizeAndInvSize", Vector ) = ( 1920,1080,0.00052, 0.00092 )//1920,1080,1/1920, 1/1080
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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//BLEND_ON Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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//Blend SrcAlpha OneMinusSrcAlpha
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//Cull Off
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CGPROGRAM
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#include "UnityPBSLighting.cginc"
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#pragma surface surf Standard vertex:vert addshadow
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//BLEND_ON #pragma surface surf Standard vertex:vert alpha:fade addshadow
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#pragma target 5.0
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#define NUM_TEX_COORD_INTERPOLATORS 1
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#define NUM_CUSTOM_VERTEX_INTERPOLATORS 0
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struct Input
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{
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//float3 Normal;
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float2 uv_MainTex : TEXCOORD0;
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//float2 uv2_Material_Texture2D_0 : TEXCOORD1;
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float2 uv2_MainTex : TEXCOORD1;
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float4 color : COLOR;
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float4 tangent;
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//float4 normal;
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float3 viewDir;
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float4 screenPos;
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float3 worldPos;
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//float3 worldNormal;
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float3 normal2;
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INTERNAL_DATA
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};
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void vert( inout appdata_full i, out Input o )
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{
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float3 p_normal = mul( float4( i.normal, 0.0f ), unity_WorldToObject );
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//half4 p_tangent = mul( unity_ObjectToWorld,i.tangent );
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//half3 normal_input = normalize( p_normal.xyz );
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//half3 tangent_input = normalize( p_tangent.xyz );
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//half3 binormal_input = cross( p_normal.xyz,tangent_input.xyz ) * i.tangent.w;
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UNITY_INITIALIZE_OUTPUT( Input, o );
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//o.worldNormal = p_normal;
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o.normal2 = p_normal;
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o.tangent = i.tangent;
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//o.binormal_input = binormal_input;
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}
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uniform sampler2D _MainTex;
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/*
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struct SurfaceOutputStandard
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{
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fixed3 Albedo; // base (diffuse or specular) color
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fixed3 Normal; // tangent space normal, if written
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half3 Emission;
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half Metallic; // 0=non-metal, 1=metal
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// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
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// Everywhere in the code you meet smoothness it is perceptual smoothness
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half Smoothness; // 0=rough, 1=smooth
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half Occlusion; // occlusion (default 1)
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fixed Alpha; // alpha for transparencies
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};
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*/
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#define Texture2D sampler2D
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#define TextureCube samplerCUBE
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#define SamplerState int
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//struct Material
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//{
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//samplers start
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uniform sampler2D Material_Texture2D_0;
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uniform SamplerState Material_Texture2D_0Sampler;
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uniform sampler2D Material_Texture2D_1;
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uniform SamplerState Material_Texture2D_1Sampler;
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uniform sampler2D Material_Texture2D_2;
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uniform SamplerState Material_Texture2D_2Sampler;
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uniform sampler2D Material_Texture2D_3;
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uniform SamplerState Material_Texture2D_3Sampler;
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uniform sampler2D Material_Texture2D_4;
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uniform SamplerState Material_Texture2D_4Sampler;
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//};
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struct MaterialStruct
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{
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float4 VectorExpressions[10];
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float4 ScalarExpressions[7];
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};
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struct ViewStruct
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{
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float GameTime;
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float MaterialTextureMipBias;
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SamplerState MaterialTextureBilinearWrapedSampler;
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SamplerState MaterialTextureBilinearClampedSampler;
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float4 PrimitiveSceneData[ 40 ];
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float2 TemporalAAParams;
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float2 ViewRectMin;
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float4 ViewSizeAndInvSize;
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float MaterialTextureDerivativeMultiply;
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};
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struct ResolvedViewStruct
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{
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float3 WorldCameraOrigin;
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float4 ScreenPositionScaleBias;
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float4x4 TranslatedWorldToView;
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float4x4 TranslatedWorldToCameraView;
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float4x4 ViewToTranslatedWorld;
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float4x4 CameraViewToTranslatedWorld;
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};
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struct PrimitiveStruct
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{
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float4x4 WorldToLocal;
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float4x4 LocalToWorld;
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};
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ViewStruct View;
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ResolvedViewStruct ResolvedView;
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PrimitiveStruct Primitive;
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uniform float4 View_BufferSizeAndInvSize;
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uniform int Material_Wrap_WorldGroupSettings;
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#include "UnrealCommon.cginc"
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MaterialStruct Material;
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void InitializeExpressions()
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{
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Material.VectorExpressions[0] = float4(0.000000,0.000000,0.000000,0.000000);//SelectionColor
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Material.VectorExpressions[1] = float4(-0.000000,-0.000000,-0.000000,-0.000000);//(Unknown)
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Material.VectorExpressions[2] = float4(1.000000,1.000000,1.000000,1.000000);//(Unknown)
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Material.VectorExpressions[3] = float4(1.000000,-0.000000,-0.000000,-0.000000);//(Unknown)
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Material.VectorExpressions[4] = float4(0.000000,1.000000,1.000000,1.000000);//(Unknown)
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Material.VectorExpressions[5] = float4(1.000000,1.000000,1.000000,1.000000);//Emissive_Color
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Material.VectorExpressions[6] = float4(1.000000,1.000000,1.000000,0.000000);//(Unknown)
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Material.VectorExpressions[7] = float4(0.000000,0.000000,0.000000,0.000000);//(Unknown)
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Material.VectorExpressions[8] = float4(0.603827,0.603827,0.603827,1.000000);//Color
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Material.VectorExpressions[9] = float4(0.603827,0.603827,0.603827,0.000000);//(Unknown)
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Material.ScalarExpressions[0] = float4(0.000000,0.000000,-0.000000,-0.000000);//Offset_U Offset_V (Unknown) (Unknown)
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Material.ScalarExpressions[1] = float4(1.000000,1.000000,0.000000,0.000000);//Tile_V Tile_U Rotation_Angle (Unknown)
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Material.ScalarExpressions[2] = float4(0.000000,0.000000,-0.000000,1.000000);//(Unknown) (Unknown) (Unknown) (Unknown)
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Material.ScalarExpressions[3] = float4(4.000000,-3.000000,1.000000,0.000000);//Normal_Strength (Unknown) Emissive_Map_Exposure Emissive_Mixed_Strength
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Material.ScalarExpressions[4] = float4(200.000000,0.000000,0.000000,0.000000);//Emissive_Glow_Strength (Unknown) Hue_Shift (Unknown)
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Material.ScalarExpressions[5] = float4(0.000000,1.000000,1.000000,0.000000);//Exposure (Unknown) Mix_Strength Desaturation
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Material.ScalarExpressions[6] = float4(1.000000,0.400000,0.600000,0.000000);//MetalicMap_Amount RoughnessMap1_Contrast RoughnessMap1_Strength (Unknown)
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}
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void CalcPixelMaterialInputs(in out FMaterialPixelParameters Parameters, in out FPixelMaterialInputs PixelMaterialInputs)
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{
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float3 WorldNormalCopy = Parameters.WorldNormal;
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// Initial calculations (required for Normal)
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MaterialFloat2 Local0 = (Parameters.TexCoords[0].xy + Material.VectorExpressions[1].rg);
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MaterialFloat2 Local1 = (Local0 * Material.VectorExpressions[2].rg);
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MaterialFloat2 Local2 = ((MaterialFloat2(0.50000000,0.50000000) * -1.00000000) + Local1);
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MaterialFloat Local3 = dot(Local2, Material.VectorExpressions[3].rg);
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MaterialFloat Local4 = dot(Local2, Material.VectorExpressions[4].rg);
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MaterialFloat2 Local5 = (MaterialFloat2(0.50000000,0.50000000) + MaterialFloat2(Local3,Local4));
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MaterialFloat4 Local6 = UnpackNormalMap(Texture2DSampleBias(Material_Texture2D_0, Material_Texture2D_0Sampler,Local5,View.MaterialTextureMipBias));
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MaterialFloat3 Local7 = lerp(Local6.rgb,MaterialFloat3(0.00000000,0.00000000,1.00000000),MaterialFloat(Material.ScalarExpressions[3].y));
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// The Normal is a special case as it might have its own expressions and also be used to calculate other inputs, so perform the assignment here
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PixelMaterialInputs.Normal = Local7;
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// Note that here MaterialNormal can be in world space or tangent space
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float3 MaterialNormal = GetMaterialNormal(Parameters, PixelMaterialInputs);
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#if MATERIAL_TANGENTSPACENORMAL
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#if SIMPLE_FORWARD_SHADING
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Parameters.WorldNormal = float3(0, 0, 1);
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#endif
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Mobile will rely on only the final normalize for performance
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MaterialNormal = normalize(MaterialNormal);
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#endif
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// normalizing after the tangent space to world space conversion improves quality with sheared bases (UV layout to WS causes shrearing)
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// use full precision normalize to avoid overflows
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Parameters.WorldNormal = TransformTangentNormalToWorld(Parameters.TangentToWorld, MaterialNormal);
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#else //MATERIAL_TANGENTSPACENORMAL
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Parameters.WorldNormal = normalize(MaterialNormal);
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#endif //MATERIAL_TANGENTSPACENORMAL
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#if MATERIAL_TANGENTSPACENORMAL
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// flip the normal for backfaces being rendered with a two-sided material
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Parameters.WorldNormal *= Parameters.TwoSidedSign;
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#endif
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Parameters.ReflectionVector = ReflectionAboutCustomWorldNormal(Parameters, Parameters.WorldNormal, false);
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#if !PARTICLE_SPRITE_FACTORY
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Parameters.Particle.MotionBlurFade = 1.0f;
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#endif // !PARTICLE_SPRITE_FACTORY
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// Now the rest of the inputs
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MaterialFloat4 Local8 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_1, Material_Texture2D_1Sampler,Local5,View.MaterialTextureMipBias));
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MaterialFloat3 Local9 = PositiveClampedPow(Local8.rgb,Material.ScalarExpressions[3].z);
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MaterialFloat3 Local10 = lerp(Local9,Material.VectorExpressions[6].rgb,MaterialFloat(Material.ScalarExpressions[3].w));
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MaterialFloat3 Local11 = (Local10 * Material.ScalarExpressions[4].x);
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MaterialFloat3 Local12 = lerp(Local11,Material.VectorExpressions[7].rgb,MaterialFloat(Material.ScalarExpressions[4].y));
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MaterialFloat4 Local13 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_2, Material_Texture2D_2Sampler,Local5,View.MaterialTextureMipBias));
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MaterialFloat3 Local14 = PositiveClampedPow(Local13.rgb,Material.ScalarExpressions[5].y);
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MaterialFloat3 Local15 = lerp(Material.VectorExpressions[9].rgb,Local14,MaterialFloat(Material.ScalarExpressions[5].z));
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MaterialFloat3 Local16 = RotateAboutAxis(MaterialFloat4((MaterialFloat3(1.00000000,1.00000000,1.00000000) / sqrt(dot(MaterialFloat3(1.00000000,1.00000000,1.00000000),MaterialFloat3(1.00000000,1.00000000,1.00000000)))),Material.ScalarExpressions[4].w),MaterialFloat3(0.00000000,0.00000000,0.00000000),Local15);
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MaterialFloat3 Local17 = (Local16 + Local15);
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MaterialFloat Local18 = dot(Local17, MaterialFloat3(0.30000001,0.58999997,0.11000000));
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MaterialFloat3 Local19 = lerp(Local17,MaterialFloat3(Local18,Local18,Local18),MaterialFloat(Material.ScalarExpressions[5].w));
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MaterialFloat4 Local20 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_3, Material_Texture2D_3Sampler,Local5,View.MaterialTextureMipBias));
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MaterialFloat3 Local21 = lerp(MaterialFloat3(0.00000000,0.00000000,0.00000000),Local20.rgb,MaterialFloat(Material.ScalarExpressions[6].x));
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MaterialFloat4 Local22 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_4, Material_Texture2D_4Sampler,Local5,View.MaterialTextureMipBias));
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MaterialFloat3 Local23 = PositiveClampedPow(Local22.rgb,Material.ScalarExpressions[6].y);
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MaterialFloat3 Local24 = lerp(MaterialFloat3(0.00000000,0.00000000,0.00000000),Local23,MaterialFloat(Material.ScalarExpressions[6].z));
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PixelMaterialInputs.EmissiveColor = Local12;
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PixelMaterialInputs.Opacity = 1.00000000;
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PixelMaterialInputs.OpacityMask = 1.00000000;
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PixelMaterialInputs.BaseColor = Local19;
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PixelMaterialInputs.Metallic = Local21;
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PixelMaterialInputs.Specular = 0.50000000;
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PixelMaterialInputs.Roughness = Local24;
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PixelMaterialInputs.Anisotropy = 0.00000000;
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PixelMaterialInputs.Tangent = MaterialFloat3(1.00000000,0.00000000,0.00000000);
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PixelMaterialInputs.Subsurface = 0;
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PixelMaterialInputs.AmbientOcclusion = 1.00000000;
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PixelMaterialInputs.Refraction = 0;
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PixelMaterialInputs.PixelDepthOffset = 0.00000000;
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PixelMaterialInputs.ShadingModel = 1;
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#if MATERIAL_USES_ANISOTROPY
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Parameters.WorldTangent = CalculateAnisotropyTangent(Parameters, PixelMaterialInputs);
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#else
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Parameters.WorldTangent = 0;
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#endif
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}
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void surf( Input In, inout SurfaceOutputStandard o )
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{
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InitializeExpressions();
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float3 Z3 = float3( 0, 0, 0 );
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float4 Z4 = float4( 0, 0, 0, 0 );
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float3 UnrealWorldPos = float3( In.worldPos.x, In.worldPos.y, In.worldPos.z );
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float3 UnrealNormal = In.normal2;
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FMaterialPixelParameters Parameters;
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#if NUM_TEX_COORD_INTERPOLATORS > 0
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Parameters.TexCoords[ 0 ] = float2( In.uv_MainTex.x, In.uv_MainTex.y );
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#endif
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#if NUM_TEX_COORD_INTERPOLATORS > 1
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Parameters.TexCoords[ 1 ] = float2( In.uv2_MainTex.x, 1.0 - In.uv2_MainTex.y );
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#endif
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#if NUM_TEX_COORD_INTERPOLATORS > 2
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for( int i = 2; i < NUM_TEX_COORD_INTERPOLATORS; i++ )
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{
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Parameters.TexCoords[ i ] = float2( In.uv_MainTex.x, In.uv_MainTex.y );
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}
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#endif
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Parameters.VertexColor = In.color;
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Parameters.WorldNormal = UnrealNormal;
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Parameters.ReflectionVector = half3( 0, 0, 1 );
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//Parameters.CameraVector = normalize( _WorldSpaceCameraPos.xyz - UnrealWorldPos.xyz );
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Parameters.CameraVector = mul( ( float3x3 )unity_CameraToWorld, float3( 0, 0, 1 ) ) * -1;
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Parameters.LightVector = half3( 0, 0, 0 );
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float4 screenpos = In.screenPos;
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screenpos /= screenpos.w;
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//screenpos.y = 1 - screenpos.y;
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Parameters.SvPosition = float4( screenpos.x, screenpos.y, 0, 0 );
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Parameters.ScreenPosition = Parameters.SvPosition;
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Parameters.UnMirrored = 1;
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Parameters.TwoSidedSign = 1;
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float3 InWorldNormal = UnrealNormal;
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float4 InTangent = In.tangent;
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float4 tangentWorld = float4( UnityObjectToWorldDir( InTangent.xyz ), InTangent.w );
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tangentWorld.xyz = normalize( tangentWorld.xyz );
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex( InWorldNormal, tangentWorld.xyz, tangentWorld.w );
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Parameters.TangentToWorld = tangentToWorld;
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//Parameters.TangentToWorld = float3x3( Z3, Z3, Z3 );
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//WorldAlignedTexturing in UE relies on the fact that coords there are 100x larger, prepare values for that
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//but watch out for any computation that might get skewed as a side effect
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UnrealWorldPos = UnrealWorldPos * 100;
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//Parameters.TangentToWorld = half3x3( float3( 1, 1, 1 ), float3( 1, 1, 1 ), UnrealNormal.xyz );
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Parameters.AbsoluteWorldPosition = UnrealWorldPos;
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Parameters.WorldPosition_CamRelative = UnrealWorldPos;
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Parameters.WorldPosition_NoOffsets = UnrealWorldPos;
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Parameters.WorldPosition_NoOffsets_CamRelative = Parameters.WorldPosition_CamRelative;
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Parameters.LightingPositionOffset = float3( 0, 0, 0 );
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Parameters.AOMaterialMask = 0;
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Parameters.Particle.RelativeTime = 0;
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Parameters.Particle.MotionBlurFade;
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Parameters.Particle.Random = 0;
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Parameters.Particle.Velocity = half4( 1, 1, 1, 1 );
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Parameters.Particle.Color = half4( 1, 1, 1, 1 );
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Parameters.Particle.TranslatedWorldPositionAndSize = float4( UnrealWorldPos, 0 );
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Parameters.Particle.MacroUV = half4(0,0,1,1);
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Parameters.Particle.DynamicParameter = half4(0,0,0,0);
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Parameters.Particle.LocalToWorld = float4x4( Z4, Z4, Z4, Z4 );
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Parameters.Particle.Size = float2(1,1);
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Parameters.TexCoordScalesParams = float2( 0, 0 );
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Parameters.PrimitiveId = 0;
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FPixelMaterialInputs PixelMaterialInputs = ( FPixelMaterialInputs)0;
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PixelMaterialInputs.Normal = float3( 0, 0, 1 );
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PixelMaterialInputs.ShadingModel = 0;
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//Extra
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View.GameTime = -_Time.y;// _Time is (t/20, t, t*2, t*3), run in reverse because it works better with ElementalDemo
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View.MaterialTextureMipBias = 0.0;
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View.TemporalAAParams = float2( 0, 0 );
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View.ViewRectMin = float2( 0, 0 );
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View.ViewSizeAndInvSize = View_BufferSizeAndInvSize;
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View.MaterialTextureDerivativeMultiply = 1.0f;
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for( int i2 = 0; i2 < 40; i2++ )
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View.PrimitiveSceneData[ i2 ] = float4( 0, 0, 0, 0 );
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uint PrimitiveBaseOffset = Parameters.PrimitiveId * PRIMITIVE_SCENE_DATA_STRIDE;
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 0 ] = unity_ObjectToWorld[ 0 ];//LocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 1 ] = unity_ObjectToWorld[ 1 ];//LocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 2 ] = unity_ObjectToWorld[ 2 ];//LocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 3 ] = unity_ObjectToWorld[ 3 ];//LocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 6 ] = unity_WorldToObject[ 0 ];//WorldToLocal
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 7 ] = unity_WorldToObject[ 1 ];//WorldToLocal
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 8 ] = unity_WorldToObject[ 2 ];//WorldToLocal
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 9 ] = unity_WorldToObject[ 3 ];//WorldToLocal
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 10 ] = unity_WorldToObject[ 0 ];//PreviousLocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 11 ] = unity_WorldToObject[ 1 ];//PreviousLocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 12 ] = unity_WorldToObject[ 2 ];//PreviousLocalToWorld
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View.PrimitiveSceneData[ PrimitiveBaseOffset + 13 ] = unity_WorldToObject[ 3 ];//PreviousLocalToWorld
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ResolvedView.WorldCameraOrigin = _WorldSpaceCameraPos.xyz;
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ResolvedView.ScreenPositionScaleBias = float4( 1, 1, 0, 0 );
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ResolvedView.TranslatedWorldToView = unity_MatrixV;
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ResolvedView.TranslatedWorldToCameraView = unity_MatrixV;
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ResolvedView.ViewToTranslatedWorld = unity_MatrixInvV;
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ResolvedView.CameraViewToTranslatedWorld = unity_MatrixInvV;
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Primitive.WorldToLocal = unity_WorldToObject;
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Primitive.LocalToWorld = unity_ObjectToWorld;
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CalcPixelMaterialInputs( Parameters, PixelMaterialInputs );
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#define HAS_WORLDSPACE_NORMAL 0
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#if HAS_WORLDSPACE_NORMAL
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PixelMaterialInputs.Normal = mul( PixelMaterialInputs.Normal, (MaterialFloat3x3)( transpose( Parameters.TangentToWorld ) ) );
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#endif
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//Debug
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//PixelMaterialInputs.BaseColor = Texture2DSample( Material_Texture2D_1, Material_Texture2D_1Sampler, Parameters.TexCoords[ 0 ].xy );
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o.Albedo = PixelMaterialInputs.BaseColor.rgb;
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o.Alpha = PixelMaterialInputs.Opacity;
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//if( PixelMaterialInputs.OpacityMask < 0.333 ) discard;
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o.Metallic = PixelMaterialInputs.Metallic;
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o.Smoothness = 1.0 - PixelMaterialInputs.Roughness;
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o.Normal = normalize( PixelMaterialInputs.Normal );
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o.Emission = PixelMaterialInputs.EmissiveColor.rgb;
|
|
o.Occlusion = PixelMaterialInputs.AmbientOcclusion;
|
|
}
|
|
ENDCG
|
|
}
|
|
Fallback "Diffuse"
|
|
} |