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YES\n// writes to occlusion: YES\n// needs world space reflection vector: no\n// needs world space normal vector: YES\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: YES\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#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma debug\r\n\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\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\tinline half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\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\r\n\t\tsampler2D Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3 worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0 = v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection = IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4 Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform, uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D (Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t// Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4 SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4 Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform, uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output = unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform, Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform = 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output = pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4 MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half (PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4 AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4 MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half (MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform = 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform = half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1 = V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection, worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output = unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform, DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output = pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4 MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half (PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output = unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1, SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25 = tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo = Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission = AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion = Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifndef LIGHTMAP_ON\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 UNITY_VERTEX_INPUT_INSTANCE_ID\n \ UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\n// with lightmaps:\n#ifdef LIGHTMAP_ON\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 UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n \ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, 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 #ifdef DYNAMICLIGHTMAP_ON\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n \ #endif\n #ifdef LIGHTMAP_ON\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n // SH/ambient and vertex lights\n \ #ifndef LIGHTMAP_ON\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_ON\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 UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.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 surfIN.worldNormal.x = IN.tSpace0.z;\n surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z = IN.tSpace2.z;\n surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir = worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 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 \ #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 LightingStandard_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandard (o, worldViewDir, gi);\n c.rgb += o.Emission;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_StartLine: 41 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 21ccb335112070d6ecb2fbc3793b3f7c m_FromOther: 0 m_Language: 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 - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - SHADOWS_SCREEN - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - VERTEXLIGHT_ON - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - VERTEXLIGHT_ON - - DIRECTIONAL - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - SHADOWS_SCREEN - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_ON LIGHTMAP_ON SHADOWS_SCREEN VERTEXLIGHT_ON 19145: serializedVersion: 2 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/* UNITY: Original start of shader */\n#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#pragma multi_compile_shadowcaster\n#include \"UnityCG.cginc\"\n\nstruct v2f { \n\tV2F_SHADOW_CASTER;\n\tUNITY_VERTEX_OUTPUT_STEREO\n};\n\nv2f vert( appdata_base v )\n{\n\tv2f o;\n\tUNITY_SETUP_INSTANCE_ID(v);\n\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_StartLine: 86 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 83790addaca835feaf66f697211eabb9 m_FromOther: 1 m_Language: 0 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_BaseRequirements: 1 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH 41054: serializedVersion: 2 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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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#ifndef LIGHTMAP_ON\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 UNITY_SHADOW_COORDS(4)\n \ UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n \ #endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\n// with lightmaps:\n#ifdef LIGHTMAP_ON\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 UNITY_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 UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n \ UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ UNITY_TRANSFER_INSTANCE_ID(v,o);\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_ON) && 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_ON) && 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 #ifdef DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifdef LIGHTMAP_ON\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifndef LIGHTMAP_ON\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_ON\n\n \ UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy); // 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 UNITY_SETUP_INSTANCE_ID(IN);\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 gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\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 defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #ifdef 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_StartLine: 20 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 5622fd860d6861c4e4dfbb190f2eb8b2 m_FromOther: 1 m_Language: 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 - - DIRECTIONAL - SHADOWS_SHADOWMASK - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - SHADOWS_SCREEN - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - VERTEXLIGHT_ON - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - VERTEXLIGHT_ON - - DIRECTIONAL - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - - DIRECTIONAL - SHADOWS_SHADOWMASK - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - SHADOWS_SCREEN - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_SHADOWMASK - LIGHTMAP_SHADOW_MIXING m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SCREEN SHADOWS_SHADOWMASK VERTEXLIGHT_ON 78978: serializedVersion: 2 m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\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 distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light\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 \ UNITY_VERTEX_INPUT_INSTANCE_ID\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 UNITY_VERTEX_OUTPUT_STEREO\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_RAW(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: 0 m_StartLine: 1 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_FromOther: 1 m_Language: 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_BaseRequirements: 1 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 87594: serializedVersion: 2 m_Code: "#line 313 \"\"\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#pragma skip_variants INSTANCING_ON\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: YES\n// writes to occlusion: YES\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#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma debug\r\n\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\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\tinline half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\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\r\n\t\tsampler2D Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3 worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0 = v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection = IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4 Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform, uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D (Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t// Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4 SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4 Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform, uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output = unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform, Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform = 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output = pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4 MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half (PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4 AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4 MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half (MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform = 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform = half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1 = V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection, worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output = unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform, DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output = pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4 MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half (PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output = unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1, SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25 = tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo = Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission = AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion = Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, 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.color.x = 1.0;\n \ surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.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 \ SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 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 #endif\n gi.light.color *= atten;\n c += LightingStandard (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 m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_StartLine: 315 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 21ccb335112070d6ecb2fbc3793b3f7c m_FromOther: 0 m_Language: 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_BaseRequirements: 49 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 117043: serializedVersion: 2 m_Code: "#line 205 \"\"\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#pragma skip_variants INSTANCING_ON\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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 UNITY_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 UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy); // 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 gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\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_StartLine: 207 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 5622fd860d6861c4e4dfbb190f2eb8b2 m_FromOther: 1 m_Language: 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_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 153878: serializedVersion: 2 m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\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 UNITY_VERTEX_INPUT_INSTANCE_ID\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 UNITY_VERTEX_OUTPUT_STEREO\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_RAW(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: 0 m_StartLine: 1 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_FromOther: 1 m_Language: 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: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 1 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 169603: serializedVersion: 2 m_Code: "#line 223 \"\"\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: YES\n// writes to occlusion: YES\n// needs world space reflection vector: no\n// needs world space normal vector: YES\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: YES\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#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma debug\r\n\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\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\tinline half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\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\r\n\t\tsampler2D Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3 worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0 = v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection = IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4 Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform, uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D (Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t// Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4 SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4 Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform, uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output = unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform, Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform = 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output = pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4 MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half (PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4 AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4 MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half (MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform = 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform = half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1 = V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection, worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output = unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform, DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output = pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4 MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half (PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output = unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1, SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25 = tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo = Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission = AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion = Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\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#ifndef LIGHTMAP_ON\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 UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n \ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, 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#ifdef DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\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 outGBuffer0 : SV_Target0,\n out half4 outGBuffer1 : SV_Target1,\n \ out half4 outGBuffer2 : SV_Target2,\n out half4 outEmission : SV_Target3) {\n UNITY_SETUP_INSTANCE_ID(IN);\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.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 surfIN.worldNormal.x = IN.tSpace0.z;\n \ surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z = IN.tSpace2.z;\n \ surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir = worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 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 // 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 LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n}\n\n" m_AssetPath: Assets m_PlatformMask: 4294966271 m_HardwareTierVariantsMask: 0 m_StartLine: 225 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: abb9b0c0050746c63787264dbe0176e5 m_FromOther: 0 m_Language: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - [] - - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - [] - - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_ON LIGHTMAP_ON UNITY_HDR_ON 186442: serializedVersion: 2 m_Code: "#line 108 \"\"\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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 UNITY_VERTEX_INPUT_INSTANCE_ID\n \ UNITY_VERTEX_OUTPUT_STEREO\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ UNITY_TRANSFER_INSTANCE_ID(v,o);\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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 UNITY_SETUP_INSTANCE_ID(IN);\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_StartLine: 110 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: b2e589ab9bad6a7631df17266b47dfc0 m_FromOther: 1 m_Language: 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_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: m_BuiltinKeywords: 201962: serializedVersion: 2 m_Code: "#line 303 \"\"\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#pragma skip_variants INSTANCING_ON\n#pragma shader_feature EDITOR_VISUALIZATION\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: YES\n// writes to occlusion: YES\n// needs world space reflection vector: no\n// needs world space normal vector: YES\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: YES\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#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma debug\r\n\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\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\tinline half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\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\r\n\t\tsampler2D Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3 worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0 = v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection = IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4 Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform, uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D (Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t// Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4 SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4 SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4 Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform, uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output = unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform, Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform = 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output = pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4 MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half (PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4 AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4 MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half (MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform = 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform = half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1 = V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection, worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output = unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform, DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output = pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4 MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half (PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1 = MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t// Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output = unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1, SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25 = tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo = Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission = AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion = Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\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(unity_ObjectToWorld, 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.color.x = 1.0;\n surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.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 surfIN.worldNormal.x = IN.tSpace0.z;\n \ surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z = IN.tSpace2.z;\n \ surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir = worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 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 m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_StartLine: 305 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 6c096610b3fc415baeb85e201ff5db10 m_FromOther: 0 m_Language: 0 m_VariantsUser0: - - _ - EDITOR_VISUALIZATION m_VariantsUser1: - - _ - EDITOR_VISUALIZATION m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 261245: serializedVersion: 2 m_Code: "#line 96 \"\"\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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#ifndef LIGHTMAP_ON\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_ON) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n \ UNITY_VERTEX_OUTPUT_STEREO\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_ON) && 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_ON) && 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#ifdef DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\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;\nsampler2D _CameraNormalsTexture;\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 UNITY_SETUP_INSTANCE_ID(IN);\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 #ifdef LIGHTMAP_ON\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 half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen));\n half3 normal = nspec.rgb * 2 - 1;\n \ o.Normal = normalize(normal);\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 #endif // DIRLIGHTMAP_OFF\n \ #else\n light.rgb += IN.vlight;\n #endif // LIGHTMAP_ON\n\n #ifdef DYNAMICLIGHTMAP_ON\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_StartLine: 98 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: b2e589ab9bad6a7631df17266b47dfc0 m_FromOther: 1 m_Language: 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: - [] - - DYNAMICLIGHTMAP_ON - - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK m_VariantsBuiltin1: - [] - - DYNAMICLIGHTMAP_ON - - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_ON SHADOWS_SHADOWMASK UNITY_HDR_ON 262140: serializedVersion: 2 m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\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 \ UNITY_VERTEX_INPUT_INSTANCE_ID\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 UNITY_VERTEX_OUTPUT_STEREO\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n \ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_RAW(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: 0 m_StartLine: 1 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_FromOther: 1 m_Language: 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: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 1 m_KeywordTargetInfo: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 301588: serializedVersion: 2 m_Code: "#line 173 \"\"\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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#ifndef LIGHTMAP_ON\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 \ UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n \ UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ UNITY_TRANSFER_INSTANCE_ID(v,o);\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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#ifdef DYNAMICLIGHTMAP_ON\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\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 outGBuffer0 : SV_Target0,\n out half4 outGBuffer1 : SV_Target1,\n out half4 outGBuffer2 : SV_Target2,\n \ out half4 outEmission : SV_Target3\n#if (UNITY_MAXMRT > 4)\n , out half4 outShadowMask : SV_Target4\n#endif\n) {\n UNITY_SETUP_INSTANCE_ID(IN);\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 // 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 defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #ifdef 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, outGBuffer0, outGBuffer1, outGBuffer2);\n \ #if (UNITY_MAXMRT > 4)\n outShadowMask = UnityGetRawLightMaskOrProbeOcclusions (IN.lmap.xy, float3(0, 0, 0));\n #endif\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294966271 m_HardwareTierVariantsMask: 0 m_StartLine: 175 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: b2e589ab9bad6a7631df17266b47dfc0 m_FromOther: 1 m_Language: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - [] - - DYNAMICLIGHTMAP_ON - - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK m_VariantsBuiltin1: - [] - - DYNAMICLIGHTMAP_ON - - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SHADOWMASK - - UNITY_HDR_ON - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - UNITY_HDR_ON - SHADOWS_SHADOWMASK - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - SHADOWS_SHADOWMASK m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_ON SHADOWS_SHADOWMASK UNITY_HDR_ON 341948: serializedVersion: 2 m_Code: "#line 182 \"\"\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#pragma skip_variants INSTANCING_ON\n#pragma shader_feature EDITOR_VISUALIZATION\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/* UNITY: Original start of shader */\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 \ metaIN.SpecularColor = o.Specular;\n return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_StartLine: 184 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 237ed2d45278ac4998e8f8ab5933a597 m_FromOther: 1 m_Language: 0 m_VariantsUser0: - - _ - EDITOR_VISUALIZATION m_VariantsUser1: - - _ - EDITOR_VISUALIZATION m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_BaseRequirements: 49 m_KeywordTargetInfo: - keywordName: SHADOWS_SOFT requirements: 243 - keywordName: DIRLIGHTMAP_COMBINED requirements: 243 - keywordName: DIRLIGHTMAP_SEPARATE requirements: 243 - keywordName: DYNAMICLIGHTMAP_ON requirements: 243 - keywordName: SHADOWS_SCREEN requirements: 243 - keywordName: INSTANCING_ON requirements: 2048 - keywordName: PROCEDURAL_INSTANCING_ON requirements: 16384 m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 139 m_HasSurfaceShaders: 1 m_HasFixedFunctionShaders: 0