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half _Shininess; |
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CBUFFER_END |
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//Begin MSVO Params |
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TEXTURE2D(_AmbientOcclusionTexture); SAMPLER(sampler_AmbientOcclusionTexture); |
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CBUFFER_START(UnityAmbientOcclusionParameters) |
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float4 _AmbientOcclusionParam; |
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CBUFFER_END |
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//End MSVO Params |
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); |
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TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); |
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); |
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#else |
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return 1.0; |
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#endif |
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} |
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half MSVO(float4 uv) |
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{ |
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return 1.0 - SAMPLE_TEXTURE2D(_AmbientOcclusionTexture, sampler_AmbientOcclusionTexture, uv.xy / uv.w).x; |
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} |
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half3 Emission(float2 uv) |
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