%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!48 &4869196 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Dissolve m_Script: "Shader \"Graph/GlowMud\" \n{\n\tProperties \n\t{\n\t\tTextureProperty(\"\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader \n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD 200\n\t\t\n\t\t\n\t// ------------------------------------------------------------\n\t// Surface shader code generated out of a CGPROGRAM block:\n\t\n\n\t// ---- forward rendering base pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\nGpuProgramID 49503\nTags { \"ShadowSupport\" = \"True\" }\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 269\n\n\n}\n\n\t// ---- forward rendering additive lights pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\t\tZWrite Off Blend One One\n\nGpuProgramID 88193\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 195\n\n\n}\n\n\t// ---- deferred shading pass:\n\tPass {\n\t\tName \"DEFERRED\"\n\t\tTags { \"LightMode\" = \"Deferred\" }\n\nGpuProgramID 170535\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 262\n\n\n}\n\n\t// ---- meta information extraction pass:\n\tPass {\n\t\tName \"Meta\"\n\t\tTags { \"LightMode\" = \"Meta\" }\n\t\tCull Off\n\nGpuProgramID 225368\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 169\n\n\n}\n\n\t// ---- end of surface shader generated code\n\n#LINE 105\n\n\t} \n\tFallBack \"Diffuse\"\n}\n" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 6, guid: 0000000000000000f000000000000000, type: 0} m_ShaderIsBaked: 0 errors: - message: NaN and infinity literals not allowed by shader model messageDetails: 'Compiling Fragment program Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_TEXTURE_ALPHASPLIT_ALLOWED' file: UnityMetaPass.cginc compilerPlatform: 1 line: 68 warning: 0 programError: 1 - message: floating point division by zero messageDetails: 'Compiling Fragment program Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_TEXTURE_ALPHASPLIT_ALLOWED' file: UnityCG.cginc compilerPlatform: 1 line: 408 warning: 1 programError: 1 m_DefaultTextures: TextureProperty: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3} m_CompileInfo: m_Snippets: 138: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 681: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 693: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 1166: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 1853: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 3495: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_8540_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 4034: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 4156: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (half4 (1,1,1,1), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n \ UNITY_FOG_COORDS(5)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #ifndef DYNAMICLIGHTMAP_OFF\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n \ #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n // SH/ambient and vertex lights\n \ #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n \ // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 4427: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, half4 (1,1,1,1), AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 4649: m_Code: "#line 38 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n \ float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 6134: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 6554: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 6601: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 8249: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 8699: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 10373: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_55000_Uniform = 0;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_55000_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 11832: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 12755: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 13340: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (TextureProperty, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 14428: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n \ float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #ifdef DIRLIGHTMAP_COMBINED\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 14643: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8306;\r\n\t\tsampler2D Texture_8310;\r\n\t\tsampler2D Texture_8308;\r\n\t\tsampler2D Texture_8284;\r\n\t\tsampler2D Texture_8312;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8320_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8318_Output = unity_multiply_half (UV_8320_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8310_Output = half4(UnpackNormal(tex2D (Texture_8310, MultiplyNode_8318_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8310_Output;\r\n\t\t\tfloat4 Texture_8306_Output = tex2D (Texture_8306, MultiplyNode_8318_Output.xy);\r\n\t\t\tfloat4 Texture_8308_Output = tex2D (Texture_8308, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 MultiplyNode_8316_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8284_Output = tex2D (Texture_8284, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 SubtractNode_8296_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8284_Output);\r\n\t\t\thalf4 V4Node_8288 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8298 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8294_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8300_Output = unity_absolute_half (SplatNode_8294_Output);\r\n\t\t\thalf4 LerpNode_8302_Output = unity_lerp_half (V4Node_8288, V4Node_8298, AbsoluteNode_8300_Output);\r\n\t\t\thalf4 SplatNode_8290_Output = LerpNode_8302_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8286_Output = pow (SubtractNode_8296_Output, SplatNode_8290_Output);\r\n\t\t\thalf4 MultiplyNode_8304_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_8316_Output, PowerNode_8286_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_15504_Output = Texture_8308_Output.wwww;\r\n\t\t\tfloat4 Texture_8312_Output = tex2D (Texture_8312, MultiplyNode_8318_Output.xy);\r\n\t\t\to.Albedo = Texture_8306_Output;\r\n\t\t\to.Emission = MultiplyNode_8304_Output;\r\n\t\t\to.Smoothness = SplatNode_15504_Output;\r\n\t\t\to.Occlusion = Texture_8312_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 17725: m_Code: "#line 36 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n \ float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #ifdef DIRLIGHTMAP_COMBINED\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 18768: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 19094: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 19599: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8406_Output = tex2D (TextureProperty, MultiplyNode_8412_Output.xy);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = Texture_8406_Output;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 19966: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 20449: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 21027: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandard (o, worldViewDir, gi);\n \ UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 22459: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.a);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 27565: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.89, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Metallic = V4Node_8686;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 27700: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (0, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, V4Node_1624204);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\to.Emission = PowerNode_1218400_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ // Add 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 #endif\n \ #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 27849: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 V4Node_8484 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V4Node_8484, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n \ UNITY_FOG_COORDS(5)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #ifndef DYNAMICLIGHTMAP_OFF\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n \ #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n // SH/ambient and vertex lights\n \ #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n \ // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 28382: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 30127: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 32929: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 34593: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ // Add 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 #endif\n \ #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 34989: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 35493: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_2255998 = half4 (0.47, 0, 0, 0);\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Smoothness = V4Node_2255998;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ // Add 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 #endif\n \ #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 35912: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 36552: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 37194: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 39280: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ // Add 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 #endif\n \ #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 40591: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 41054: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 41345: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 43720: m_Code: "#line 38 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 43912: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 44839: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8570_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8538_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8530_Output = pow (SubtractNode_8538_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8544_Output = unity_multiply_half (AbsoluteNode_8570_Output, PowerNode_8530_Output);\r\n\t\t\to.Emission = MultiplyNode_8544_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD2; // SH\n \ #endif\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD5;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n float4 lmap : TEXCOORD2;\n \ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD5;\n fixed3 tSpace1 : TEXCOORD6;\n fixed3 tSpace2 : TEXCOORD7;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 44909: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, half4 (1,1,1,1));\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 46855: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.r);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 47402: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 49053: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD2; // SH\n \ #endif\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD5;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n float4 lmap : TEXCOORD2;\n \ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD5;\n fixed3 tSpace1 : TEXCOORD6;\n fixed3 tSpace2 : TEXCOORD7;\n #endif\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 49503: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 49708: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 50736: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n \ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants for when positional (point/spot) and spot lights are present\n#pragma multi_compile __ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n \ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n return color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n \ // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n \ att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n #if defined(SPOT)\n // spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n \ att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP\n return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nint4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)\nfloat4 _Dummy_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n \ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n \ fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n \ half3 viewDir = 0.0;\n // lighting\n half3 lcolor = half4(0,0,0,1).rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n half3 specColor = 0.0;\n \ half shininess = 0 * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n \ o.color = saturate(color);\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _Dummy_ST.xy + _Dummy_ST.zw;\n // fog\n #if USING_FOG\n \ float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\n return o;\n}\n\n// textures\nsampler2D _Dummy; // not in shader properties, assuming 2D\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_Dummy, IN.uv0.xy);\n \ col.rgb = IN.color;\n col *= 2;\n col.a = IN.color.a;\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n \ return col;\n}\n\n// texenvs\n//! TexEnv0: 02030000 01070004 [_Dummy]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 51937: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 53121: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\thalf4 ColorNode_131414 = half4 (0, 0.2551723, 1, 0);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = ColorNode_131414;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 54255: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2179414;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (Texture_2179414, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 54284: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 54797: m_Code: "#line 38 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 ColorNode_1215284 = half4 (1, 0.5172414, 0, 1);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (ColorNode_1215284, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ // Add 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 #endif\n \ #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 57765: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_57620_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (AbsoluteNode_57620_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 57847: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_absolute_half (half arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_lerp_half (half first, half second, half s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf AbsoluteNode_8518_Output = unity_absolute_half (1);\r\n\t\t\thalf LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 62147: m_Code: "#line 40 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 62510: m_Code: "#line 35 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 65208: m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.6, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n \ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandardSpecular (o, worldViewDir, gi);\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - SHADOWS_NATIVE - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - SHADOWS_NATIVE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 65859: m_Code: "#line 279 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 ColorNode_1215284 = half4 (1, 0.5172414, 0, 1);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (ColorNode_1215284, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 65935: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.r);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 67948: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 68875: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 68953: m_Code: "#line 284 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.89, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Metallic = V4Node_8686;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 70130: m_Code: "#line 280 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 71506: m_Code: "#line 265 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (0, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, V4Node_1624204);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\to.Emission = PowerNode_1218400_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 75076: m_Code: "#line 280 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_57620_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (AbsoluteNode_57620_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 76686: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_8540_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 78035: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, half4 (1,1,1,1), AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 78570: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 80226: m_Code: "#line 284 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 82967: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 83094: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 84488: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 84760: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 86623: m_Code: "#line 255 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 87368: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8406_Output = tex2D (TextureProperty, MultiplyNode_8412_Output.xy);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = Texture_8406_Output;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 88193: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 88535: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 91401: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 92085: m_Code: "#line 264 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 93269: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 94272: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 94851: m_Code: "#line 281 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 96170: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 97317: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 97931: m_Code: "#line 280 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 99589: m_Code: "#line 279 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n \ fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n \ UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n \ o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 100198: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 102742: m_Code: "#line 249 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8570_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8538_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8530_Output = pow (SubtractNode_8538_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8544_Output = unity_multiply_half (AbsoluteNode_8570_Output, PowerNode_8530_Output);\r\n\t\t\to.Emission = MultiplyNode_8544_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n SHADOW_COORDS(2)\n UNITY_FOG_COORDS(3)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ gi.light.color *= atten;\n c += 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 103109: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 103375: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8306;\r\n\t\tsampler2D Texture_8310;\r\n\t\tsampler2D Texture_8308;\r\n\t\tsampler2D Texture_8284;\r\n\t\tsampler2D Texture_8312;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8320_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8318_Output = unity_multiply_half (UV_8320_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8310_Output = half4(UnpackNormal(tex2D (Texture_8310, MultiplyNode_8318_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8310_Output;\r\n\t\t\tfloat4 Texture_8306_Output = tex2D (Texture_8306, MultiplyNode_8318_Output.xy);\r\n\t\t\tfloat4 Texture_8308_Output = tex2D (Texture_8308, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 MultiplyNode_8316_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8284_Output = tex2D (Texture_8284, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 SubtractNode_8296_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8284_Output);\r\n\t\t\thalf4 V4Node_8288 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8298 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8294_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8300_Output = unity_absolute_half (SplatNode_8294_Output);\r\n\t\t\thalf4 LerpNode_8302_Output = unity_lerp_half (V4Node_8288, V4Node_8298, AbsoluteNode_8300_Output);\r\n\t\t\thalf4 SplatNode_8290_Output = LerpNode_8302_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8286_Output = pow (SubtractNode_8296_Output, SplatNode_8290_Output);\r\n\t\t\thalf4 MultiplyNode_8304_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_8316_Output, PowerNode_8286_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_15504_Output = Texture_8308_Output.wwww;\r\n\t\t\tfloat4 Texture_8312_Output = tex2D (Texture_8312, MultiplyNode_8318_Output.xy);\r\n\t\t\to.Albedo = Texture_8306_Output;\r\n\t\t\to.Emission = MultiplyNode_8304_Output;\r\n\t\t\to.Smoothness = SplatNode_15504_Output;\r\n\t\t\to.Occlusion = Texture_8312_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 103668: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 V4Node_8484 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V4Node_8484, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ 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 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 103733: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 104137: m_Code: "#line 249 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n SHADOW_COORDS(2)\n UNITY_FOG_COORDS(3)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n \ float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ gi.light.color *= atten;\n c += 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 106265: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 107376: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 107526: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 107665: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, half4 (1,1,1,1));\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 108052: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 109929: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_55000_Uniform = 0;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_55000_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 110469: m_Code: "#line 265 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 110919: m_Code: "#line 284 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 110980: m_Code: "#line 269 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (half4 (1,1,1,1), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ 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 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 111576: m_Code: "#line 258 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 112668: m_Code: "#line 261 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 114292: m_Code: "#line 279 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 114832: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 115316: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.a);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 116778: m_Code: "#line 285 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_2255998 = half4 (0.47, 0, 0, 0);\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Smoothness = V4Node_2255998;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 52f816656dafeebcd2f4a2a9b873fb23 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 118130: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (TextureProperty, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 118703: m_Code: "#line 279 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_absolute_half (half arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_lerp_half (half first, half second, half s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf AbsoluteNode_8518_Output = unity_absolute_half (1);\r\n\t\t\thalf LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 118815: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 120260: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 121410: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2179414;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (Texture_2179414, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 121827: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 123508: m_Code: "#line 274 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 123876: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.6, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 125683: m_Code: "#line 261 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 125894: m_Code: "#line 283 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n \ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 125931: m_Code: "#line 279 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: d3f70dfc264f6a5c1bfb608281d34001 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 126555: m_Code: "#line 282 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\thalf4 ColorNode_131414 = half4 (0, 0.2551723, 1, 0);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = ColorNode_131414;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n \ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 673a635350d66e2c941885260b04abe5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 128600: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n \ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n \ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 07b21170726e47a1e66c744b4690681b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 132810: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 134414: m_Code: "#line 186 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 135810: m_Code: "#line 199 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 ColorNode_1215284 = half4 (1, 0.5172414, 0, 1);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (ColorNode_1215284, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD7;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n \ o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 2c7234fa40cfa808fb7c88dc6135c609 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 136314: m_Code: "#line 204 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 137362: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2179414;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (Texture_2179414, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 138645: m_Code: "#line 204 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 139217: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 140643: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 140653: m_Code: "#line 196 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 V4Node_8484 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V4Node_8484, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 142354: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 142402: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD7;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n \ o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 2c7234fa40cfa808fb7c88dc6135c609 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 143702: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.a);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 145454: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.6, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 146211: 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 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 146914: m_Code: "#line 209 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 147418: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_8540_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 147546: m_Code: "#line 159 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8570_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8538_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8530_Output = pow (SubtractNode_8538_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8544_Output = unity_multiply_half (AbsoluteNode_8570_Output, PowerNode_8530_Output);\r\n\t\t\to.Emission = MultiplyNode_8544_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n#ifndef DIRLIGHTMAP_OFF\n \ half3 viewDir : TEXCOORD2;\n#endif\n float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n \ outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 148195: m_Code: "#line 206 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 151152: m_Code: "#line 181 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 152529: m_Code: "#line 200 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 153187: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 153808: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8306;\r\n\t\tsampler2D Texture_8310;\r\n\t\tsampler2D Texture_8308;\r\n\t\tsampler2D Texture_8284;\r\n\t\tsampler2D Texture_8312;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8320_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8318_Output = unity_multiply_half (UV_8320_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8310_Output = half4(UnpackNormal(tex2D (Texture_8310, MultiplyNode_8318_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8310_Output;\r\n\t\t\tfloat4 Texture_8306_Output = tex2D (Texture_8306, MultiplyNode_8318_Output.xy);\r\n\t\t\tfloat4 Texture_8308_Output = tex2D (Texture_8308, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 MultiplyNode_8316_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8284_Output = tex2D (Texture_8284, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 SubtractNode_8296_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8284_Output);\r\n\t\t\thalf4 V4Node_8288 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8298 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8294_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8300_Output = unity_absolute_half (SplatNode_8294_Output);\r\n\t\t\thalf4 LerpNode_8302_Output = unity_lerp_half (V4Node_8288, V4Node_8298, AbsoluteNode_8300_Output);\r\n\t\t\thalf4 SplatNode_8290_Output = LerpNode_8302_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8286_Output = pow (SubtractNode_8296_Output, SplatNode_8290_Output);\r\n\t\t\thalf4 MultiplyNode_8304_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_8316_Output, PowerNode_8286_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_15504_Output = Texture_8308_Output.wwww;\r\n\t\t\tfloat4 Texture_8312_Output = tex2D (Texture_8312, MultiplyNode_8318_Output.xy);\r\n\t\t\to.Albedo = Texture_8306_Output;\r\n\t\t\to.Emission = MultiplyNode_8304_Output;\r\n\t\t\to.Smoothness = SplatNode_15504_Output;\r\n\t\t\to.Occlusion = Texture_8312_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 154751: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 154930: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD7;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n \ o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 2c7234fa40cfa808fb7c88dc6135c609 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 155604: m_Code: "#line 181 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n \ #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n \ outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 155950: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 156885: m_Code: "#line 200 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 157320: m_Code: "#line 195 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (half4 (1,1,1,1), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 160682: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 162373: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 164186: m_Code: "#line 170 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n \ #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n \ outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 164994: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 166324: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 167739: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 169095: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 169717: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 170335: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_55000_Uniform = 0;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_55000_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 170535: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 171020: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 171311: m_Code: "#line 159 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n#ifndef DIRLIGHTMAP_OFF\n \ half3 viewDir : TEXCOORD2;\n#endif\n float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n \ outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 171371: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 172410: m_Code: "#line 199 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 174984: m_Code: "#line 209 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.89, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Metallic = V4Node_8686;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 175530: 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 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_57620_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (AbsoluteNode_57620_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 175690: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (TextureProperty, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 176538: m_Code: "#line 204 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_absolute_half (half arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_lerp_half (half first, half second, half s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf AbsoluteNode_8518_Output = unity_absolute_half (1);\r\n\t\t\thalf LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 177535: m_Code: "#line 189 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 177719: m_Code: "#line 183 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 178420: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.r);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 179142: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 180436: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 180793: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 181128: m_Code: "#line 209 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 181262: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, half4 (1,1,1,1), AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 182419: m_Code: "#line 202 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, half4 (1,1,1,1));\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 183242: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8406_Output = tex2D (TextureProperty, MultiplyNode_8412_Output.xy);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = Texture_8406_Output;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 186035: 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 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 187056: m_Code: "#line 169 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (0, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, V4Node_1624204);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\to.Emission = PowerNode_1218400_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n \ float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD5; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n \ #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n 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 o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n \ outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 2c7234fa40cfa808fb7c88dc6135c609 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 189183: m_Code: "#line 203 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64ee6905b8bb38aaac60f097a78c8074 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 189693: m_Code: "#line 204 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n \ float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 190859: 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 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_2255998 = half4 (0.47, 0, 0, 0);\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Smoothness = V4Node_2255998;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD7;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n #if UNITY_SAMPLE_FULL_SH_PER_PIXEL\n \ o.sh = 0;\n #elif (SHADER_TARGET < 30)\n o.sh = ShadeSH9 (float4(worldNormal,1.0));\n \ #else\n o.sh = ShadeSH3Order (half4(worldNormal, 1.0));\n #endif\n \ #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n \ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n \ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n \ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 2c7234fa40cfa808fb7c88dc6135c609 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 191389: m_Code: "#line 207 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\thalf4 ColorNode_131414 = half4 (0, 0.2551723, 1, 0);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = ColorNode_131414;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 195002: m_Code: "#line 208 \"\"\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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40d83e9d4284dce005e6cff9fcb1bf2c m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 195075: m_Code: "#line 190 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n \ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n \ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n \ 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 gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4a5545bf6a2d7c67df2b6874992801c2 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 196905: m_Code: "#line 227 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 196968: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, half4 (1,1,1,1));\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 197646: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 199466: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 201885: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.a);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 203693: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_absolute_half (half arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half unity_lerp_half (half first, half second, half s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf AbsoluteNode_8518_Output = unity_absolute_half (1);\r\n\t\t\thalf LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 204192: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 204437: m_Code: "#line 268 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 206689: m_Code: "#line 273 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 207603: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 208963: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 210972: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 211357: m_Code: "#line 258 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 211506: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, half4 (1,1,1,1), AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 211547: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_8540_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 211764: m_Code: "#line 254 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 212101: m_Code: "#line 273 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 213403: m_Code: "#line 278 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_2255998 = half4 (0.47, 0, 0, 0);\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Smoothness = V4Node_2255998;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 41a6a35ec8e1e9a2ee891b8f0e5a5d1b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 213454: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 214429: m_Code: "#line 268 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 215766: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 216315: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 216943: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 217787: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 218020: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 219209: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 219888: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 41a6a35ec8e1e9a2ee891b8f0e5a5d1b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 222263: m_Code: "#line 267 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 224980: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 ColorNode_895288 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (ColorNode_895288, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (3.6, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 225156: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 225368: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 226032: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\t\tsampler2D Texture_2161588;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 AbsoluteNode_2144720_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (AbsoluteNode_2144720_Output, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2161588_Output = tex2D (Texture_2161588, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\t\t\to.Occlusion = Texture_2161588_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 41a6a35ec8e1e9a2ee891b8f0e5a5d1b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 226628: m_Code: "#line 274 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 226980: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (Texture_8510, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 229180: m_Code: "#line 277 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.89, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Metallic = V4Node_8686;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 232316: m_Code: "#line 273 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_57620_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (AbsoluteNode_57620_Output, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 232532: m_Code: "#line 249 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8232;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n \ half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 233618: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (TextureProperty, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 234567: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 235396: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\tfloat4 Texture_8406_Output = tex2D (TextureProperty, MultiplyNode_8412_Output.xy);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = Texture_8406_Output;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 236186: m_Code: "#line 263 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (half4 (1,1,1,1), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ 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 float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 240258: m_Code: "#line 257 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma 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// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 240316: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (UV_8480_UV, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 241152: m_Code: "#line 238 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n \ half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 242310: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 243236: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8682_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (AbsoluteNode_8682_Output, half4 (2,2,2,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (4.5, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 244146: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 245239: m_Code: "#line 270 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, Texture_8510.r);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Occlusion = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 246323: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (4, 4, 4, 4);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 248446: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_2179414;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_2179414_Output = tex2D (Texture_2179414, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_2179414_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 250997: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 251293: m_Code: "#line 227 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 AbsoluteNode_8570_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8538_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8530_Output = pow (SubtractNode_8538_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8544_Output = unity_multiply_half (AbsoluteNode_8570_Output, PowerNode_8530_Output);\r\n\t\t\to.Emission = MultiplyNode_8544_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 251421: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8306;\r\n\t\tsampler2D Texture_8310;\r\n\t\tsampler2D Texture_8308;\r\n\t\tsampler2D Texture_8284;\r\n\t\tsampler2D Texture_8312;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8320_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8318_Output = unity_multiply_half (UV_8320_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8310_Output = half4(UnpackNormal(tex2D (Texture_8310, MultiplyNode_8318_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8310_Output;\r\n\t\t\tfloat4 Texture_8306_Output = tex2D (Texture_8306, MultiplyNode_8318_Output.xy);\r\n\t\t\tfloat4 Texture_8308_Output = tex2D (Texture_8308, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 MultiplyNode_8316_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8284_Output = tex2D (Texture_8284, MultiplyNode_8318_Output.xy);\r\n\t\t\thalf4 SubtractNode_8296_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8284_Output);\r\n\t\t\thalf4 V4Node_8288 = half4 (4.4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8298 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8294_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8300_Output = unity_absolute_half (SplatNode_8294_Output);\r\n\t\t\thalf4 LerpNode_8302_Output = unity_lerp_half (V4Node_8288, V4Node_8298, AbsoluteNode_8300_Output);\r\n\t\t\thalf4 SplatNode_8290_Output = LerpNode_8302_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8286_Output = pow (SubtractNode_8296_Output, SplatNode_8290_Output);\r\n\t\t\thalf4 MultiplyNode_8304_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_8316_Output, PowerNode_8286_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_15504_Output = Texture_8308_Output.wwww;\r\n\t\t\tfloat4 Texture_8312_Output = tex2D (Texture_8312, MultiplyNode_8318_Output.xy);\r\n\t\t\to.Albedo = Texture_8306_Output;\r\n\t\t\to.Emission = MultiplyNode_8304_Output;\r\n\t\t\to.Smoothness = SplatNode_15504_Output;\r\n\t\t\to.Occlusion = Texture_8312_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 251442: m_Code: "#line 271 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\t\tsampler2D Texture_8510_Uniform;\r\n\t\tsampler2D Texture_8526_Uniform;\r\n\t\tsampler2D Texture_8536_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf V1Node_55000_Uniform = 0;\r\n\t\t\tfloat4 Texture_8510 = tex2D (Texture_8510_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 SubtractNode_8516_Output = unity_subtract_half (V1Node_55000_Uniform, Texture_8510);\r\n\t\t\thalf V1Node_8540_Uniform = 6.5;\r\n\t\t\thalf V1Node_8542_Uniform = 7.27;\r\n\t\t\thalf4 AbsoluteNode_8544_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf4 AbsoluteNode_8518_Output = unity_absolute_half (AbsoluteNode_8544_Output);\r\n\t\t\thalf4 LerpNode_8520_Output = unity_lerp_half (V1Node_8540_Uniform, V1Node_8542_Uniform, AbsoluteNode_8518_Output);\r\n\t\t\thalf4 PowerNode_8512_Output = pow (SubtractNode_8516_Output, LerpNode_8520_Output);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\tfloat4 Texture_8526 = tex2D (Texture_8526_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\tfloat4 Texture_8536 = tex2D (Texture_8536_Uniform, MultiplyNode_8530_Output.xy);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\t\t\to.Metallic = Texture_8526;\r\n\t\t\to.Smoothness = Texture_8536;\r\n\t\t\to.Alpha = Texture_8536.a;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 255717: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_18032 = 2;\r\n\t\t\thalf4 UV_8480_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V1Node_18032, UV_8480_UV);\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf V1Node_22904 = 6.5;\r\n\t\t\thalf V1Node_35368 = 7.27;\r\n\t\t\thalf4 AbsoluteNode_50360_Output = unity_absolute_half (half4 (1,1,1,1));\r\n\t\t\thalf4 SplatNode_8460_Output = AbsoluteNode_50360_Output.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V1Node_22904, V1Node_35368, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (_SinTime, PowerNode_8452_Output);\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 256158: m_Code: "#line 242 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: 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: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (0, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (1, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, V4Node_1624204);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\to.Emission = PowerNode_1218400_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n \ fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n \ fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 41a6a35ec8e1e9a2ee891b8f0e5a5d1b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 256600: m_Code: "#line 276 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 ColorNode_74006 = half4 (1, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (ColorNode_74006, PowerNode_8234_Output), half4 (3,3,3,3));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Smoothness = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 256687: m_Code: "#line 264 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma 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: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8476;\r\n\t\tsampler2D Texture_8450;\r\n\t\tsampler2D Texture_8474;\r\n\t\tsampler2D Texture_8488;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 V4Node_8484 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8478_Output = unity_multiply_half (V4Node_8484, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8476_Output = half4(UnpackNormal(tex2D (Texture_8476, MultiplyNode_8478_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8476_Output;\r\n\t\t\tfloat4 Texture_8472_Output = tex2D (TextureProperty, MultiplyNode_8478_Output.xy);\r\n\t\t\tfloat4 Texture_8450_Output = tex2D (Texture_8450, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SubtractNode_8462_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8450_Output);\r\n\t\t\thalf4 V4Node_8454 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8464 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8460_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8466_Output = unity_absolute_half (SplatNode_8460_Output);\r\n\t\t\thalf4 LerpNode_8468_Output = unity_lerp_half (V4Node_8454, V4Node_8464, AbsoluteNode_8466_Output);\r\n\t\t\thalf4 SplatNode_8456_Output = LerpNode_8468_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8452_Output = pow (SubtractNode_8462_Output, SplatNode_8456_Output);\r\n\t\t\thalf4 MultiplyNode_8470_Output = unity_multiply_half (PowerNode_8452_Output, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8474_Output = tex2D (Texture_8474, MultiplyNode_8478_Output.xy);\r\n\t\t\thalf4 SplatNode_8486_Output = Texture_8474_Output.wwww;\r\n\t\t\tfloat4 Texture_8488_Output = tex2D (Texture_8488, MultiplyNode_8478_Output.xy);\r\n\t\t\to.Albedo = Texture_8472_Output;\r\n\t\t\to.Emission = MultiplyNode_8470_Output;\r\n\t\t\to.Metallic = Texture_8474_Output;\r\n\t\t\to.Smoothness = SplatNode_8486_Output;\r\n\t\t\to.Occlusion = Texture_8488_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ 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 float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 40a1672670558f726ca540771e6ec445 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 257473: m_Code: "#line 249 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_589974;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_363984 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (unity_multiply_half (UV_8266_UV, V4Node_363984), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_480504_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_589974_Output = tex2D (Texture_589974, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Metallic = Texture_8256_Output;\r\n\t\t\to.Smoothness = SplatNode_480504_Output;\r\n\t\t\to.Occlusion = Texture_589974_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 257973: m_Code: "#line 251 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 25 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8528_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf V1Node_8538_Uniform = 2;\r\n\t\t\thalf4 UV_8532_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8530_Output = unity_multiply_half (V1Node_8538_Uniform, UV_8532_UV);\r\n\t\t\tfloat4 Texture_8528 = half4(UnpackNormal(tex2D (Texture_8528_Uniform, MultiplyNode_8530_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8528;\r\n\t\t\tfloat4 Texture_8524 = tex2D (TextureProperty, MultiplyNode_8530_Output.xy);\r\n\t\t\thalf4 AbsoluteNode_8546_Output = unity_absolute_half (_SinTime);\r\n\t\t\thalf SubtractNode_8516_Output = unity_subtract_half (1, 1);\r\n\t\t\thalf PowerNode_8512_Output = pow (SubtractNode_8516_Output, 1);\r\n\t\t\thalf4 MultiplyNode_8522_Output = unity_multiply_half (AbsoluteNode_8546_Output, PowerNode_8512_Output);\r\n\t\t\to.Albedo = Texture_8524;\r\n\t\t\to.Emission = MultiplyNode_8522_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: f0c4ec9a21f90f548d80306f033db9cb m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 258553: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8410;\r\n\t\tsampler2D Texture_8384;\r\n\t\tsampler2D Texture_8408;\r\n\t\tsampler2D Texture_8422;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8414_UV = IN.meshUV0;\r\n\t\t\thalf4 V4Node_8418 = half4 (2, 2, 2, 2);\r\n\t\t\thalf4 MultiplyNode_8412_Output = unity_multiply_half (unity_multiply_half (UV_8414_UV, V4Node_8418), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8410_Output = half4(UnpackNormal(tex2D (Texture_8410, MultiplyNode_8412_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8410_Output;\r\n\t\t\thalf4 ColorNode_131414 = half4 (0, 0.2551723, 1, 0);\r\n\t\t\tfloat4 Texture_8384_Output = tex2D (Texture_8384, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SubtractNode_8396_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8384_Output);\r\n\t\t\thalf4 V4Node_8388 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8398 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8394_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8400_Output = unity_absolute_half (SplatNode_8394_Output);\r\n\t\t\thalf4 LerpNode_8402_Output = unity_lerp_half (V4Node_8388, V4Node_8398, AbsoluteNode_8400_Output);\r\n\t\t\thalf4 SplatNode_8390_Output = LerpNode_8402_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8386_Output = pow (SubtractNode_8396_Output, SplatNode_8390_Output);\r\n\t\t\thalf4 MultiplyNode_8404_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8386_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8408_Output = tex2D (Texture_8408, MultiplyNode_8412_Output.xy);\r\n\t\t\thalf4 SplatNode_8420_Output = Texture_8408_Output.wwww;\r\n\t\t\tfloat4 Texture_8422_Output = tex2D (Texture_8422, MultiplyNode_8412_Output.xy);\r\n\t\t\to.Albedo = ColorNode_131414;\r\n\t\t\to.Emission = MultiplyNode_8404_Output;\r\n\t\t\to.Metallic = Texture_8408_Output;\r\n\t\t\to.Smoothness = SplatNode_8420_Output;\r\n\t\t\to.Occlusion = Texture_8422_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 259001: m_Code: "#line 272 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_1980478;\r\n\t\tsampler2D Texture_2007302;\r\n\t\tsampler2D Texture_1993896;\r\n\t\tsampler2D Texture_1216600;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\tfloat4 Texture_2007302_Output = half4(UnpackNormal(tex2D (Texture_2007302, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2007302_Output;\r\n\t\t\tfloat4 Texture_1980478_Output = tex2D (Texture_1980478, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_1993896_Output = tex2D (Texture_1993896, IN.meshUV0.xy);\r\n\t\t\thalf4 ColorNode_1215284 = half4 (1, 0.5172414, 0, 1);\r\n\t\t\tfloat4 Texture_1216600_Output = tex2D (Texture_1216600, IN.meshUV0.xy);\r\n\t\t\thalf4 SubtractNode_1439548_Output = unity_subtract_half (half4 (1,1,1,1), Texture_1216600_Output);\r\n\t\t\thalf4 V4Node_1233532 = half4 (4.3, 0, 0, 0);\r\n\t\t\thalf4 V4Node_1624204 = half4 (6.6, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_1296916_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_1718040_Output = unity_absolute_half (SplatNode_1296916_Output);\r\n\t\t\thalf4 LerpNode_1738404_Output = unity_lerp_half (V4Node_1233532, V4Node_1624204, AbsoluteNode_1718040_Output);\r\n\t\t\thalf4 SplatNode_1234162_Output = LerpNode_1738404_Output.xxxx;\r\n\t\t\thalf4 PowerNode_1218400_Output = pow (SubtractNode_1439548_Output, SplatNode_1234162_Output);\r\n\t\t\thalf4 MultiplyNode_1923656_Output = unity_multiply_half (unity_multiply_half (ColorNode_1215284, PowerNode_1218400_Output), half4 (1,1,1,1));\r\n\t\t\to.Albedo = Texture_1980478_Output;\r\n\t\t\to.Specular = Texture_1993896_Output;\r\n\t\t\to.Emission = MultiplyNode_1923656_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n \ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n \ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n \ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 41a6a35ec8e1e9a2ee891b8f0e5a5d1b m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 260197: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 30 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D TextureProperty;\r\n\t\tfloat4 TextureProperty_ST;\r\n\t\tsampler2D Texture_8254;\r\n\t\tsampler2D Texture_8258;\r\n\t\tsampler2D Texture_8232;\r\n\t\tsampler2D Texture_8256;\r\n\t\tsampler2D Texture_8260;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\thalf4 UV_8266_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_8264_Output = unity_multiply_half (UV_8266_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8258_Output = half4(UnpackNormal(tex2D (Texture_8258, MultiplyNode_8264_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8258_Output;\r\n\t\t\tfloat4 Texture_8254_Output = tex2D (Texture_8254, MultiplyNode_8264_Output.xy);\r\n\t\t\tfloat4 Texture_8232_Output = tex2D (Texture_8232, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SubtractNode_8244_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8232_Output);\r\n\t\t\thalf4 V4Node_8236 = half4 (6.5, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8246 = half4 (7.3, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8242_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8248_Output = unity_absolute_half (SplatNode_8242_Output);\r\n\t\t\thalf4 LerpNode_8250_Output = unity_lerp_half (V4Node_8236, V4Node_8246, AbsoluteNode_8248_Output);\r\n\t\t\thalf4 SplatNode_8238_Output = LerpNode_8250_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8234_Output = pow (SubtractNode_8244_Output, SplatNode_8238_Output);\r\n\t\t\thalf4 MultiplyNode_8252_Output = unity_multiply_half (unity_multiply_half (_SinTime, PowerNode_8234_Output), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8256_Output = tex2D (Texture_8256, MultiplyNode_8264_Output.xy);\r\n\t\t\thalf4 SplatNode_8270_Output = Texture_8256_Output.wwww;\r\n\t\t\tfloat4 Texture_8260_Output = tex2D (Texture_8260, MultiplyNode_8264_Output.xy);\r\n\t\t\to.Albedo = Texture_8254_Output;\r\n\t\t\to.Emission = MultiplyNode_8252_Output;\r\n\t\t\to.Metallic = SplatNode_8270_Output;\r\n\t\t\to.Occlusion = Texture_8260_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n \ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n 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/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 72393 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 95a37cad14732b342a401f91029ab0e7 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 261557: m_Code: "#line 275 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: YES\n// writes to emission: 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_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_absolute_half (half4 arg1)\r\n\t\t{\r\n\t\t\treturn abs(arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_lerp_half (half4 first, half4 second, half4 s)\r\n\t\t{\r\n\t\t\treturn lerp(first, second, s);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_8674;\r\n\t\tsampler2D Texture_8678;\r\n\t\tsampler2D Texture_8676;\r\n\t\tsampler2D Texture_8652;\r\n\t\tsampler2D Texture_8684;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular o) \n\t\t{\n\t\t\thalf4 UV_709896_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_708570_Output = unity_multiply_half (UV_709896_UV, half4 (2,2,2,2));\r\n\t\t\tfloat4 Texture_8678_Output = half4(UnpackNormal(tex2D (Texture_8678, MultiplyNode_708570_Output.xy)), 0);\r\n\t\t\to.Normal = Texture_8678_Output;\r\n\t\t\tfloat4 Texture_8674_Output = tex2D (Texture_8674, MultiplyNode_708570_Output.xy);\r\n\t\t\tfloat4 Texture_8676_Output = tex2D (Texture_8676, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 MultiplyNode_570234_Output = unity_multiply_half (_SinTime, half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_8652_Output = tex2D (Texture_8652, MultiplyNode_708570_Output.xy);\r\n\t\t\thalf4 SubtractNode_8664_Output = unity_subtract_half (half4 (1,1,1,1), Texture_8652_Output);\r\n\t\t\thalf4 V4Node_8656 = half4 (4, 0, 0, 0);\r\n\t\t\thalf4 V4Node_8666 = half4 (7, 0, 0, 0);\r\n\t\t\thalf4 SplatNode_8662_Output = _SinTime.zzzz;\r\n\t\t\thalf4 AbsoluteNode_8668_Output = unity_absolute_half (SplatNode_8662_Output);\r\n\t\t\thalf4 LerpNode_8670_Output = unity_lerp_half (V4Node_8656, V4Node_8666, AbsoluteNode_8668_Output);\r\n\t\t\thalf4 SplatNode_8658_Output = LerpNode_8670_Output.xxxx;\r\n\t\t\thalf4 PowerNode_8654_Output = pow (SubtractNode_8664_Output, SplatNode_8658_Output);\r\n\t\t\thalf4 MultiplyNode_8672_Output = unity_multiply_half (unity_multiply_half (MultiplyNode_570234_Output, PowerNode_8654_Output), half4 (1,1,1,1));\r\n\t\t\thalf4 V4Node_8686 = half4 (0.2, 0, 0, 0);\r\n\t\t\tfloat4 Texture_8684_Output = tex2D (Texture_8684, MultiplyNode_708570_Output.xy);\r\n\t\t\to.Albedo = Texture_8674_Output;\r\n\t\t\to.Specular = Texture_8676_Output;\r\n\t\t\to.Emission = MultiplyNode_8672_Output;\r\n\t\t\to.Smoothness = V4Node_8686;\r\n\t\t\to.Occlusion = Texture_8684_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n \ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n \ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = 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{fileID: 11480530} - {fileID: 11472310} - {fileID: 11468266} - {fileID: 11414364} - {fileID: 11482232} - {fileID: 11459506} - {fileID: 11458928} - {fileID: 11410058} - {fileID: 11408580} - {fileID: 11440578} - {fileID: 11450804} edges: - m_FromNode: {fileID: 11411950} m_ToNode: {fileID: 11415902} m_FromSlotName: Output m_ToSlotName: Input3 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11468266} m_ToNode: {fileID: 11472310} m_FromSlotName: Output m_ToSlotName: UV color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11468266} m_ToNode: {fileID: 11461240} m_FromSlotName: Output m_ToSlotName: UV color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11468266} m_ToNode: {fileID: 11480530} m_FromSlotName: Output m_ToSlotName: UV color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11468266} m_ToNode: {fileID: 11459506} m_FromSlotName: Output m_ToSlotName: UV color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11417724} m_ToNode: {fileID: 11470962} m_FromSlotName: Output m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11468266} m_ToNode: {fileID: 11445316} m_FromSlotName: Output m_ToSlotName: UV color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11414364} m_ToNode: {fileID: 11468266} m_FromSlotName: UV m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11458928} m_ToNode: {fileID: 11468266} m_FromSlotName: Value m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11410058} m_ToNode: {fileID: 11415902} m_FromSlotName: Value m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11408580} m_ToNode: {fileID: 11415902} m_FromSlotName: Value m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11470962} m_ToNode: {fileID: 11445996} m_FromSlotName: Output m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11498308} m_ToNode: {fileID: 11440578} m_FromSlotName: SinTime m_ToSlotName: Input color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11482232} m_ToNode: {fileID: 11450804} m_FromSlotName: SinTime m_ToSlotName: Input color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11450804} m_ToNode: {fileID: 11445996} m_FromSlotName: Output m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11472310} m_ToNode: {fileID: 11400400} m_FromSlotName: RGBA m_ToSlotName: Normal color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11480530} m_ToNode: {fileID: 11400400} m_FromSlotName: RGBA m_ToSlotName: Metallic color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11459506} m_ToNode: {fileID: 11400400} m_FromSlotName: RGBA m_ToSlotName: Smoothness color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11415902} m_ToNode: {fileID: 11470962} m_FromSlotName: Output m_ToSlotName: Input2 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11440578} m_ToNode: {fileID: 11411950} m_FromSlotName: Output m_ToSlotName: Input color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11459506} m_ToNode: {fileID: 11400400} m_FromSlotName: A m_ToSlotName: Occlusion color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11461240} m_ToNode: {fileID: 11417724} m_FromSlotName: RGBA m_ToSlotName: Input1 color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11445316} m_ToNode: {fileID: 11400400} m_FromSlotName: RGBA m_ToSlotName: Albedo color: {r: 1, g: 1, b: 1, a: 1} - m_FromNode: {fileID: 11445996} m_ToNode: {fileID: 11400400} m_FromSlotName: Output m_ToSlotName: Emission color: {r: 1, g: 1, b: 1, a: 1} m_InvalidEdges: [] --- !u!114 &11445316 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3} m_Name: Texture m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: UV m_Name: UV m_DataTypeString: - type: 1 m_Title: RGBA m_Name: RGBA m_DataTypeString: - type: 1 m_Title: R m_Name: R m_DataTypeString: - type: 1 m_Title: G m_Name: G m_DataTypeString: - type: 1 m_Title: B m_Name: B m_DataTypeString: - type: 1 m_Title: A m_Name: A m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -280.28894 y: -1093.6855 width: 733.28894 height: 920.68555 showEmptySlots: 1 m_SlotDefaultValues: - slotName: RGBA value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: RGBA m_Node: {fileID: 11445316} - slotName: R value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: R m_Node: {fileID: 11445316} - slotName: G value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: G m_Node: {fileID: 11445316} - slotName: B value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: B m_Node: {fileID: 11445316} - slotName: A value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: A m_Node: {fileID: 11445316} - slotName: UV value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: UV m_Node: {fileID: 11445316} m_PrecisionNames: - half m_BoundProperty: {fileID: 11475776} m_DefaultTexture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3} m_TextureType: 0 --- !u!114 &11445996 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 088fb5bde3ece0f4190136b3ab43f7c4, type: 3} m_Name: MultiplyNode m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: - type: 0 m_Title: Input 1 m_Name: Input1 m_DataTypeString: - type: 0 m_Title: Input 2 m_Name: Input2 m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: 598.6916 y: 429.5013 width: -104.69159 height: 227.49869 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Input1 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input1 m_Node: {fileID: 11445996} - slotName: Input2 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input2 m_Node: {fileID: 11445996} - slotName: Output value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Output m_Node: {fileID: 11445996} m_PrecisionNames: - half --- !u!114 &11450804 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 4b496ffd32c22d94bb525897d152da05, type: 3} m_Name: AbsoluteNode m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: Input m_Name: Input m_DataTypeString: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: 287.13074 y: 379.20224 width: 199 height: -16 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Input value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input m_Node: {fileID: 11450804} - slotName: Output value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Output m_Node: {fileID: 11450804} m_PrecisionNames: - half --- !u!114 &11451638 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: f34a640000e664d4f8b2e0795df7fad9, type: 3} m_Name: V4Node m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Value m_Name: Value m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -2171.0325 y: -482.41623 width: 1365.0325 height: 562.41626 showEmptySlots: 1 m_SlotDefaultValues: - slotName: value: m_DefaultVector: {x: 0, y: 0, z: 0, w: 0} m_SlotName: m_Node: {fileID: 0} - slotName: Value value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Value m_Node: {fileID: 11451638} m_PrecisionNames: - half m_BoundProperty: {fileID: 0} m_Value: {x: 2, y: 2, z: 2, w: 2} --- !u!114 &11458928 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 87c4299b09d95d64c99884296038ceeb, type: 3} m_Name: V1Node m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Value m_Name: Value m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -2194.6567 y: -403.09222 width: -91.75537 height: -128.03387 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Value value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Value m_Node: {fileID: 11458928} m_PrecisionNames: - half m_BoundProperty: {fileID: 0} m_Value: 2 --- !u!114 &11459506 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3} m_Name: Texture m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: UV m_Name: UV m_DataTypeString: - type: 1 m_Title: RGBA m_Name: RGBA m_DataTypeString: - type: 1 m_Title: R m_Name: R m_DataTypeString: - type: 1 m_Title: G m_Name: G m_DataTypeString: - type: 1 m_Title: B m_Name: B m_DataTypeString: - type: 1 m_Title: A m_Name: A m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -288.10104 y: 22.946762 width: 741.10095 height: 248.05312 showEmptySlots: 1 m_SlotDefaultValues: - slotName: RGBA value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: RGBA m_Node: {fileID: 11459506} - slotName: R value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: R m_Node: {fileID: 11459506} - slotName: G value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: G m_Node: {fileID: 11459506} - slotName: B value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: B m_Node: {fileID: 11459506} - slotName: A value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: A m_Node: {fileID: 11459506} - slotName: UV value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: UV m_Node: {fileID: 11459506} m_PrecisionNames: - half m_BoundProperty: {fileID: 0} m_DefaultTexture: {fileID: 2800000, guid: bf69485a601066743b2b9569dfaed908, type: 3} m_TextureType: 0 --- !u!114 &11461240 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3} m_Name: Texture m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: UV m_Name: UV m_DataTypeString: - type: 1 m_Title: RGBA m_Name: RGBA m_DataTypeString: - type: 1 m_Title: R m_Name: R m_DataTypeString: - type: 1 m_Title: G m_Name: G m_DataTypeString: - type: 1 m_Title: B m_Name: B m_DataTypeString: - type: 1 m_Title: A m_Name: A m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -1369.0463 y: 284.40845 width: 994.04626 height: 214.59155 showEmptySlots: 1 m_SlotDefaultValues: - slotName: RGBA value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: RGBA m_Node: {fileID: 11461240} - slotName: R value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: R m_Node: {fileID: 11461240} - slotName: G value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: G m_Node: {fileID: 11461240} - slotName: B value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: B m_Node: {fileID: 11461240} - slotName: A value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: A m_Node: {fileID: 11461240} - slotName: UV value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: UV m_Node: {fileID: 11461240} m_PrecisionNames: - half m_BoundProperty: {fileID: 0} m_DefaultTexture: {fileID: 2800000, guid: 6e8d12f68bae2294da814f9d4c81b29a, type: 3} m_TextureType: 0 --- !u!114 &11462926 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: b793ff9211c8787428ec61378a5b39ac, type: 3} m_Name: TextureProperty m_EditorClassIdentifier: m_PropertyDescription: m_DefaultTexture: {fileID: 2800000, guid: 31f5a8611c4ed1245b18456206e798dc, type: 3} m_DefaultTextureType: 0 --- !u!114 &11468266 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 088fb5bde3ece0f4190136b3ab43f7c4, type: 3} m_Name: MultiplyNode m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: - type: 0 m_Title: Input 1 m_Name: Input1 m_DataTypeString: - type: 0 m_Title: Input 2 m_Name: Input2 m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -1862.811 y: -372.2167 width: 1192.811 height: 453.2167 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Input1 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input1 m_Node: {fileID: 11468266} - slotName: Input2 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input2 m_Node: {fileID: 11468266} - slotName: Output value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Output m_Node: {fileID: 11468266} m_PrecisionNames: - half --- !u!114 &11470962 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: b2957c4e08e061444a7444a1a03fb584, type: 3} m_Name: PowerNode m_EditorClassIdentifier: m_Slots: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: - type: 0 m_Title: Input 1 m_Name: Input1 m_DataTypeString: - type: 0 m_Title: Input 2 m_Name: Input2 m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: 210.07529 y: 694.14197 width: 103.92471 height: -13.141968 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Input1 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input1 m_Node: {fileID: 11470962} - slotName: Input2 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input2 m_Node: {fileID: 11470962} - slotName: Output value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Output m_Node: {fileID: 11470962} m_PrecisionNames: - half --- !u!114 &11472310 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3} m_Name: Texture m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: UV m_Name: UV m_DataTypeString: - type: 1 m_Title: RGBA m_Name: RGBA m_DataTypeString: - type: 1 m_Title: R m_Name: R m_DataTypeString: - type: 1 m_Title: G m_Name: G m_DataTypeString: - type: 1 m_Title: B m_Name: B m_DataTypeString: - type: 1 m_Title: A m_Name: A m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: -276.83142 y: -724.366 width: 729.83154 height: 707.366 showEmptySlots: 1 m_SlotDefaultValues: - slotName: RGBA value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: RGBA m_Node: {fileID: 11472310} - slotName: R value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: R m_Node: {fileID: 11472310} - slotName: G value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: G m_Node: {fileID: 11472310} - slotName: B value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: B m_Node: {fileID: 11472310} - slotName: A value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: A m_Node: {fileID: 11472310} - slotName: UV value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: UV m_Node: {fileID: 11472310} m_PrecisionNames: - half m_BoundProperty: {fileID: 0} m_DefaultTexture: {fileID: 2800000, guid: d5649239aacf54d4e8d6f656d15d30b0, type: 3} m_TextureType: 3 --- !u!114 &11475776 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: b793ff9211c8787428ec61378a5b39ac, type: 3} m_Name: TextureProperty m_EditorClassIdentifier: m_PropertyDescription: m_DefaultTexture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3} m_DefaultTextureType: 0 --- !u!114 &11477068 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: cab057dbd683f5244aed9bd721e1973e, type: 3} m_Name: m_EditorClassIdentifier: m_ShaderProperties: - {fileID: 11475776} m_Expanded: 0 --- !u!114 &11480530 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 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