%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!48 &4834138 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: tarp m_Script: "Shader \"Graph/LayeredTarp\" \n{\n\tProperties \n\t{\n\n\t}\t\n\t\n\tSubShader \n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD 200\n\t\t\n\t\t\n\t// ------------------------------------------------------------\n\t// Surface shader code generated out of a CGPROGRAM block:\n\t\n\n\t// ---- forward rendering base pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\nGpuProgramID 52817\nTags { \"ShadowSupport\" = \"True\" }\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 253\n\n\n}\n\n\t// ---- forward rendering additive lights pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\t\tZWrite Off Blend One One\n\nGpuProgramID 95201\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 180\n\n\n}\n\n\t// ---- deferred shading pass:\n\tPass {\n\t\tName \"DEFERRED\"\n\t\tTags { \"LightMode\" = \"Deferred\" }\n\nGpuProgramID 178306\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 247\n\n\n}\n\n\t// ---- meta information extraction pass:\n\tPass {\n\t\tName \"Meta\"\n\t\tTags { \"LightMode\" = \"Meta\" }\n\t\tCull Off\n\nGpuProgramID 252082\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 154\n\n\n}\n\n\t// ---- end of surface shader generated code\n\n#LINE 89\n\n\t} \n\tFallBack \"Diffuse\"\n}\n" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 6, guid: 0000000000000000f000000000000000, type: 0} m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 706: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half unity_add_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf AddNode_8510_Output = unity_add_half (1, 1);\r\n\t\t\to.Albedo = AddNode_8510_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD2; // SH\n #endif\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD5;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ float4 lmap : TEXCOORD2;\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n \ #ifdef DIRLIGHTMAP_COMBINED\n fixed3 tSpace0 : TEXCOORD5;\n fixed3 tSpace1 : TEXCOORD6;\n fixed3 tSpace2 : TEXCOORD7;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 3223: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 5036: m_Code: "#line 18 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n \ float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n \ float3 worldPos : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.atten = atten;\n \ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingLambert_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingLambert (o, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 46ebc5795b09a23cf030498b1cb17fd9 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 6557: m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 13023: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 24870: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 33459: m_Code: "#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#pragma vertex vert\n#pragma fragment frag\n#pragma multi_compile_shadowcaster\n#include \"UnityCG.cginc\"\n\nstruct v2f { \n\tV2F_SHADOW_CASTER;\n};\n\nv2f vert( appdata_base v )\n{\n\tv2f o;\n\tTRANSFER_SHADOW_CASTER_NORMALOFFSET(o)\n\treturn o;\n}\n\nfloat4 frag( v2f i ) : SV_Target\n{\n\tSHADOW_CASTER_FRAGMENT(i)\n}\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 738f319c99d8aa8292d1f7520c8b922d m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - SHADOWS_DEPTH - - SHADOWS_CUBE m_VariantsBuiltin1: - - SHADOWS_DEPTH - - SHADOWS_CUBE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH 38823: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, half4 (1,1,1,1));\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 41826: m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 50736: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n \ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants for when positional (point/spot) and spot lights are present\n#pragma multi_compile __ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n \ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n return color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n \ // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n \ att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n #if defined(SPOT)\n // spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n \ att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP\n return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nint4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)\nfloat4 _Dummy_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n \ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n \ fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n \ half3 viewDir = 0.0;\n // lighting\n half3 lcolor = half4(0,0,0,1).rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n half3 specColor = 0.0;\n \ half shininess = 0 * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n \ o.color = saturate(color);\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _Dummy_ST.xy + _Dummy_ST.zw;\n // fog\n #if USING_FOG\n \ float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\n return o;\n}\n\n// textures\nsampler2D _Dummy; // not in shader properties, assuming 2D\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_Dummy, IN.uv0.xy);\n \ col.rgb = IN.color;\n col *= 2;\n col.a = IN.color.a;\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n \ return col;\n}\n\n// texenvs\n//! TexEnv0: 02030000 01070004 [_Dummy]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 52817: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Specular = Texture_8484;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 57367: m_Code: "#line 38 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4 ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output = unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output, ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output = unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4 AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 60403: m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 62250: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 67786: m_Code: "#line 239 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 69648: m_Code: "#line 264 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4 ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output = unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output, ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output = unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4 AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 79074: m_Code: "#line 259 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 82571: m_Code: "#line 258 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, half4 (1,1,1,1));\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ gi.light.color *= atten;\n c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 86307: m_Code: "#line 200 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingLambert (o, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 46ebc5795b09a23cf030498b1cb17fd9 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 90766: m_Code: "#line 257 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 95201: m_Code: "#line 261 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Specular = Texture_8484;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 106652: m_Code: "#line 241 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 119611: m_Code: "#line 260 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ gi.light.color *= atten;\n c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 122770: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define LIGHT_LOOP_LIMIT 4\n#else\n \ #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants for when positional (point/spot) and spot lights are present\n#pragma multi_compile __ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n \ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n // specular\n \ if (NdotL > 0.0) {\n half3 h = normalize(dirToLight + viewDir);\n half HdotN = max(dot(eyeNormal, h), 0.0);\n half sp = saturate(pow(HdotN, shininess));\n specColor += (atten * sp) * unity_LightColor[idx].rgb;\n \ }\n return color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n \ #if defined(SPOT)\n // spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP\n return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nhalf4 _SpecColor;\nhalf4 _Emission;\nhalf _Shininess;\nint4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n #if ENABLE_SPECULAR\n \ fixed3 specColor : COLOR1;\n #endif\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n \ half3 viewDir = 0.0;\n viewDir = -normalize (eyePos);\n // lighting\n \ half3 lcolor = _Emission.rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n \ half3 specColor = 0.0;\n half shininess = _Shininess * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n specColor *= _SpecColor.rgb;\n o.color = saturate(color);\n #if ENABLE_SPECULAR\n o.specColor = saturate(specColor);\n \ #endif\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_MainTex, IN.uv0.xy);\n col.rgb = tex * IN.color;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n #if ENABLE_SPECULAR\n // add specular color\n col.rgb += IN.specColor;\n #endif\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010103 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 125434: m_Code: "#line 233 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half unity_add_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf AddNode_8510_Output = unity_add_half (1, 1);\r\n\t\t\to.Albedo = AddNode_8510_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ SHADOW_COORDS(2)\n UNITY_FOG_COORDS(3)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ gi.light.color *= atten;\n c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 126923: m_Code: "#line 260 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 128474: m_Code: "#line 241 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 135030: m_Code: "#line 167 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 136272: m_Code: "#line 190 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4 ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output = unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output, ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output = unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4 AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 139143: m_Code: "#line 167 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 139812: m_Code: "#line 170 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n \ float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD5; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n \ #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 145577: m_Code: "#line 165 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 161214: m_Code: "#line 186 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 172579: m_Code: "#line 185 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 174167: m_Code: "#line 168 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, half4 (1,1,1,1));\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n \ float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD5; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n \ #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 178306: m_Code: "#line 187 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Specular = Texture_8484;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 178342: m_Code: "#line 111 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_PREPASSBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // output normal and specular\n fixed4 res;\n res.rgb = o.Normal * 0.5 + 0.5;\n res.a = o.Specular;\n \ return res;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 179546: m_Code: "#line 183 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 187220: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n \ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n #if USING_FOG\n fixed fog : TEXCOORD2;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n o.color = saturate(color);\n \ // compute texture coordinates\n o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n \ // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n o.fog = saturate(unityFogFactor);\n \ #endif\n // transform position\n o.pos = UnityObjectToClipPos(IN.pos);\n \ return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * _Color;\n // SetTexture #1\n tex = tex2D (_MainTex, IN.uv1.xy);\n col.rgb = tex * col;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n \ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 01010102 01010102 [unity_Lightmap] [_Color] usesLightmapST\n//! TexEnv1: 02010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 191879: m_Code: "#line 144 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half unity_add_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf AddNode_8510_Output = unity_add_half (1, 1);\r\n\t\t\to.Albedo = AddNode_8510_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD2;\n#endif\n float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 204467: m_Code: "#line 233 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 206643: m_Code: "#line 236 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, half4 (1,1,1,1));\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 211888: m_Code: "#line 238 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 217592: m_Code: "#line 235 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 222537: m_Code: "#line 235 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 224478: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 unity_Lightmap_ST;\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n \ float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n float2 uv2 : TEXCOORD2;\n \ #if USING_FOG\n fixed fog : TEXCOORD3;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n o.color = saturate(color);\n // compute texture coordinates\n \ o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw;\n o.uv2 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * tex.a;\n col *= 2;\n // SetTexture #1\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv1.xy);\n col = col * _Color;\n // SetTexture #2\n tex = tex2D (_MainTex, IN.uv2.xy);\n col.rgb = tex * col;\n col *= 4;\n col.a = fixed4(1,1,1,1).a;\n \ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010105 02010105 [unity_Lightmap] usesLightmapST\n//! TexEnv1: 01000102 01000102 [unity_Lightmap] [_Color]\n//! TexEnv2: 04010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 228054: m_Code: "#line 212 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half unity_add_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf AddNode_8510_Output = unity_add_half (1, 1);\r\n\t\t\to.Albedo = AddNode_8510_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n \ // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n \ UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n \ metaIN.Emission = o.Emission;\n return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 228807: m_Code: "#line 258 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D (Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4 Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4 ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output = unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output, ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output = unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4 AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4 Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4 SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo = AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness = SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 229885: m_Code: "#line 253 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 230701: m_Code: "#line 254 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 232491: m_Code: "#line 90 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n float4 screen : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n float3 vlight : TEXCOORD4;\n#else\n#ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.screen = ComputeScreenPos (o.pos);\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n float3 worldN = UnityObjectToWorldNormal(v.normal);\n \ o.vlight = ShadeSH9 (float4(worldN,1.0));\n#endif\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\nsampler2D _LightBuffer;\n#if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON)\nsampler2D _LightSpecBuffer;\n#endif\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));\n#if defined (SHADER_API_MOBILE)\n light = max(light, half4(0.001, 0.001, 0.001, 0.001));\n#endif\n#ifndef UNITY_HDR_ON\n \ light = -log2(light);\n#endif\n#if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON)\n light.w = tex2Dproj (_LightSpecBuffer, UNITY_PROJ_COORD(IN.screen)).r;\n#endif\n \ #ifndef LIGHTMAP_OFF\n #ifdef DIRLIGHTMAP_OFF\n // single lightmap\n \ fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n fixed3 lm = DecodeLightmap (lmtex);\n light.rgb += lm;\n #elif DIRLIGHTMAP_COMBINED\n \ // directional lightmaps\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n half4 lm = half4(DecodeLightmap(lmtex), 0);\n light += lm;\n #elif DIRLIGHTMAP_SEPARATE\n // directional with specular - no support\n #endif // DIRLIGHTMAP_OFF\n #else\n light.rgb += IN.vlight;\n \ #endif // !LIGHTMAP_OFF\n\n #ifndef DYNAMICLIGHTMAP_OFF\n fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);\n light.rgb += DecodeRealtimeLightmap (dynlmtex);\n #endif\n\n half4 c = LightingLambert_PrePass (o, light);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 242321: m_Code: "#line 251 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 252082: m_Code: "#line 255 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8486_Uniform;\r\n\t\tsampler2D Texture_8480_Uniform;\r\n\t\tsampler2D Texture_8482_Uniform;\r\n\t\tsampler2D Texture_8484_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_8482 = half4(UnpackNormal(tex2D (Texture_8482_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_8482;\r\n\t\t\thalf4 UV_8496_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8500_Uniform = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8498_Output = unity_multiply_half (UV_8496_UV, V4Node_8500_Uniform);\r\n\t\t\tfloat4 Texture_8486 = tex2D (Texture_8486_Uniform, MultiplyNode_8498_Output.xy);\r\n\t\t\thalf4 SubtractNode_8488_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8486);\r\n\t\t\thalf4 ColorNode_8490_Uniform = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_8492_Output = unity_multiply_half (SubtractNode_8488_Output, ColorNode_8490_Uniform);\r\n\t\t\tfloat4 Texture_8480 = tex2D (Texture_8480_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 AddNode_8494_Output = unity_add_half (MultiplyNode_8492_Output, Texture_8480);\r\n\t\t\tfloat4 Texture_8484 = tex2D (Texture_8484_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = AddNode_8494_Output;\r\n\t\t\to.Specular = Texture_8484;\r\n\t\t\to.Smoothness = Texture_8484.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 13516 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 319872: m_Code: "#line 171 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n#ifndef DYNAMICLIGHTMAP_OFF\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingLambert_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingLambert_Deferred (o, gi, outDiffuse, outSpecSmoothness, outNormal);\n \ #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n \ UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 369986: m_Code: "#line 171 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64144d10dc2e79470b160642e134f1b5 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - 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m_FromNode: {fileID: 11457338} m_ToNode: {fileID: 11443630} m_FromSlotName: UV m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11496282} m_ToNode: {fileID: 11455774} m_FromSlotName: RGBA m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11486954} m_ToNode: {fileID: 11454916} m_FromSlotName: Color m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11455774} m_ToNode: {fileID: 11454916} m_FromSlotName: Output m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11454916} m_ToNode: {fileID: 11429502} m_FromSlotName: Output m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11452850} m_ToNode: {fileID: 11429502} m_FromSlotName: RGBA m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11429502} m_ToNode: {fileID: 11416828} m_FromSlotName: Output m_ToSlotName: Albedo color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11400992} m_ToNode: {fileID: 11416828} m_FromSlotName: RGBA m_ToSlotName: Normal color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11448176} m_ToNode: {fileID: 11416828} m_FromSlotName: RGBA m_ToSlotName: Specular color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11448176} m_ToNode: {fileID: 11416828} m_FromSlotName: A m_ToSlotName: Smoothness color: {r: 1, g: 1, b: 1, a: 1} m_InvalidEdges: [] --- !u!114 &11486954 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 325c0e24c20746345a5f90dc201973f8, type: 3} m_Name: ColorNode m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Color m_Name: Color m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -231.78564 y: -102.140076 width: 829.78564 height: 134.14008 showEmptySlots: 1 m_SlotDefaultValues: - slotName: value: m_DefaultVector: {x: 0, y: 0, z: 0, w: 0} m_SlotName: m_Node: {fileID: 0} - slotName: Color value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Color m_Node: {fileID: 11486954} m_DrawMode: 0 m_PrecisionNames: - half m_Description: m_Exposed: 0 m_Color: {r: 1, g: 0.68275857, b: 0, a: 0} --- !u!114 &11487156 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: cab057dbd683f5244aed9bd721e1973e, type: 3} m_Name: m_EditorClassIdentifier: m_ShaderProperties: - {fileID: -842150451} m_Expanded: 0 --- !u!114 &11489308 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: c740b99e5a743e84d8030d697cc6d0a1, type: 3} m_Name: SplatNode m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: - type: 0 m_Title: Input m_Name: Input m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: 822.81683 y: 665.1358 width: 14.1831665 height: 71.8642 showEmptySlots: 1 m_SlotDefaultValues: - m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_Editable: 1 m_SlotName: Output m_Node: {fileID: 11489308} - m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_Editable: 1 m_SlotName: Input m_Node: {fileID: 11489308} m_PrecisionNames: - half m_SwizzleChannel: 3 --- !u!114 &11496282 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3} m_Name: Texture m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: UV m_Name: UV m_DataTypeString: - type: 1 m_Title: RGBA m_Name: RGBA m_DataTypeString: - type: 1 m_Title: R m_Name: R m_DataTypeString: - type: 1 m_Title: G m_Name: G m_DataTypeString: - type: 1 m_Title: B m_Name: B m_DataTypeString: - type: 1 m_Title: A m_Name: A m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -748.8779 y: -176.39458 width: 1105.8782 height: 387.39478 showEmptySlots: 1 m_SlotDefaultValues: - slotName: RGBA value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: RGBA m_Node: {fileID: 11496282} - slotName: R value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: R m_Node: {fileID: 11496282} - slotName: G value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: G m_Node: {fileID: 11496282} - slotName: B value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: B m_Node: {fileID: 11496282} - slotName: A value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: A m_Node: {fileID: 11496282} - slotName: UV value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: UV m_Node: {fileID: 11496282} m_DrawMode: 0 m_PrecisionNames: - half m_Description: m_Exposed: 0 m_DefaultTexture: {fileID: 2800000, guid: ca7ba913502c8bb44a66350131805326, type: 3} m_TextureType: 0 --- !u!114 &114000013639360892 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: b793ff9211c8787428ec61378a5b39ac, type: 3} m_Name: TextureProperty m_EditorClassIdentifier: m_PropertyDescription: m_DefaultTexture: {fileID: 0} m_DefaultTextureType: 0