388 lines
24 KiB
Plaintext
388 lines
24 KiB
Plaintext
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASE/Base/Dark"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_Texture("Texture", 2D) = "white" {}
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_HSVC("HSVC", Vector) = (0,0,0,0)
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_ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1)
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_Boundry("Boundry", Range( 0 , 1)) = 0.5
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_Smooth("Smooth", Range( 0 , 1)) = 0.5
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_HLColor("HLColor", Color) = (0,0,0,1)
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_HLBoundry("HLBoundry", Range( 0 , 1)) = 0
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_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5
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[HDR]_FreColor("FreColor", Color) = (0,0,0,1)
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_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399
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_FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588
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[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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_EmissionTex("EmissionTex", 2D) = "white" {}
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_NormalTex("NormalTex", 2D) = "bump" {}
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_NormalInt("NormalInt", Range( 0 , 1)) = 0
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[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2
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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" = "Opaque" "Queue" = "Geometry+0" }
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Cull [_CullMode]
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#include "Lighting.cginc"
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#pragma target 4.6
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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 worldPos;
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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 _CullMode;
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uniform float4 _HSVC;
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform float4 _Color;
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uniform float4 _ShaowColor;
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uniform sampler2D _NormalTex;
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uniform float4 _NormalTex_ST;
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uniform float _NormalInt;
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uniform float _Boundry;
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uniform float _Smooth;
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uniform float4 _HLColor;
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uniform float _HLBoundry;
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uniform float _HLSmooth;
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uniform float _FreBoundry;
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uniform float _FreSmooth;
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uniform float4 _FreColor;
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uniform sampler2D _EmissionTex;
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uniform float4 _EmissionTex_ST;
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uniform float4 _EmissionColor;
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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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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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float4 lerpResult4_g45 = lerp( float4( float3(0.5,0.5,0.5) , 0.0 ) , tex2D( _Texture, uv_Texture ) , ( _HSVC.w + 1.0 ));
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float3 hsvTorgb6_g45 = RGBToHSV( lerpResult4_g45.xyz );
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float3 hsvTorgb10_g45 = HSVToRGB( float3(( _HSVC.x + hsvTorgb6_g45.x ),( ( _HSVC.y + 1.0 ) * hsvTorgb6_g45.y ),( ( _HSVC.z + 1.0 ) * hsvTorgb6_g45.z )) );
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float3 appendResult11_g45 = (float3(hsvTorgb10_g45));
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float3 MainTex99 = appendResult11_g45;
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float4 MainColor97 = _Color;
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float temp_output_42_0_g46 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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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 = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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#endif //aseld
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float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw;
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float3 lerpResult12_g37 = lerp( float3(0,0,1) , UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ) , (0.0 + (_NormalInt - 0.0) * (3.0 - 0.0) / (1.0 - 0.0)));
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float3 normalizeResult14_g37 = normalize( lerpResult12_g37 );
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float3 temp_output_126_21 = (WorldNormalVector( i , normalizeResult14_g37 ));
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float dotResult124 = dot( ase_worldlightDir , temp_output_126_21 );
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float LightingModel85 = dotResult124;
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float temp_output_38_0_g46 = LightingModel85;
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float smoothstepResult39_g46 = smoothstep( ( temp_output_42_0_g46 - 0.5 ) , ( temp_output_42_0_g46 + 0.5 ) , temp_output_38_0_g46);
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float lerpResult46_g46 = lerp( 1.0 , 0.0 , smoothstepResult39_g46);
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float smoothstepResult56_g46 = smoothstep( 0.0 , 0.5 , ase_lightAtten);
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float temp_output_14_0_g46 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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float temp_output_37_0_g46 = _Smooth;
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float smoothstepResult20_g46 = smoothstep( ( temp_output_14_0_g46 - temp_output_37_0_g46 ) , ( temp_output_14_0_g46 + temp_output_37_0_g46 ) , temp_output_38_0_g46);
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float4 lerpResult28_g46 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g46 + smoothstepResult56_g46 ) ) * smoothstepResult20_g46 ));
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float4 ShadowColor88 = lerpResult28_g46;
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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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float temp_output_4_0_g47 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
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float temp_output_15_0_g47 = _HLSmooth;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 normalizeResult18_g38 = normalize( ( ase_worldlightDir + ase_worldViewDir ) );
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float dotResult125 = dot( temp_output_126_21 , normalizeResult18_g38 );
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float LightingModel_HL113 = dotResult125;
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float smoothstepResult8_g47 = smoothstep( ( temp_output_4_0_g47 - temp_output_15_0_g47 ) , ( temp_output_4_0_g47 + temp_output_15_0_g47 ) , LightingModel_HL113);
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float4 lerpResult9_g47 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g47);
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float4 HighLightColor90 = lerpResult9_g47;
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float temp_output_22_0_g48 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) );
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float temp_output_30_0_g48 = _FreSmooth;
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float3 WorldNormal_NormalTex129 = temp_output_126_21;
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float fresnelNdotV26_g48 = dot( WorldNormal_NormalTex129, ase_worldViewDir );
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float fresnelNode26_g48 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g48, 1.0 ) );
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float smoothstepResult28_g48 = smoothstep( ( temp_output_22_0_g48 - temp_output_30_0_g48 ) , ( temp_output_22_0_g48 + temp_output_30_0_g48 ) , fresnelNode26_g48);
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float4 temp_output_14_0_g48 = _FreColor;
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float4 Fresnel92 = ( smoothstepResult28_g48 * temp_output_14_0_g48 * (temp_output_14_0_g48).a );
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float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
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c.rgb = ( ( float4( MainTex99 , 0.0 ) * MainColor97 * ShadowColor88 * float4( ( ase_lightAtten * ase_lightColor.rgb ) , 0.0 ) ) + HighLightColor90 + Fresnel92 + Emission94 ).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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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap nodirlightmap
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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 4.6
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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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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input 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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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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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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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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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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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18935
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ASEEND*/
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//CHKSM=574E04474BC9660BF7BF397969B94C528368625E
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