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vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat AddNode_3704b49db9db4338a775909e93a0e211_Input1;\r\n\t\t\tfloat AddNode_3704b49db9db4338a775909e93a0e211_Input2;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\t\t\tinline half unity_add_half (half arg1, half arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf AddNode_3704b49db9db4338a775909e93a0e211_Output = unity_add_half (AddNode_3704b49db9db4338a775909e93a0e211_Input1, AddNode_3704b49db9db4338a775909e93a0e211_Input2);\r\n\t\t\t\treturn (AddNode_3704b49db9db4338a775909e93a0e211_Output);\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 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{\n\t\tPass {\n\t\t\tGpuProgramID 22438\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 48\n\n\n#LINE 48\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 3732: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\treturn MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 22438: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\treturn MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 40148: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\t\tfloat MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input2;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\t\t\tinline half unity_multiply_half (half arg1, half arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input2);\r\n\t\t\t\treturn (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output);\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 54542: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\treturn MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 9 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000010550672054 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform\" {\n\tProperties {\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 59901\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 40\n\n\n#LINE 40\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 59901: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 0 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000010771800096 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output\" {\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform(\"Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 3162\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 53\n\n\n#LINE 53\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 3162: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorProp_Uniform;\r\n\t\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 15884: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 28797: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tfloat4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input2;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input2);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 29318: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 40057: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 43859: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 48515: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input1;\r\n\t\t\tfloat MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input2;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\t\t\tinline half unity_multiply_half (half arg1, half arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input1, MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Input2);\r\n\t\t\t\treturn (MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output);\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 51470: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 9 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000010878700336 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/V1Node_af2123f908fc425592243393821cc615_Uniform\" {\n\tProperties {\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 56494\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 40\n\n\n#LINE 40\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 56494: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn (V1Node_af2123f908fc425592243393821cc615_Uniform);\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 0 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000011322196564 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/ColorProp_Uniform\" {\n\tProperties {\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 3950\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 40\n\n\n#LINE 40\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 3950: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorProp_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn ColorProp_Uniform;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 23035: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 0 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000011608584386 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/_SinTime\" {\n\tProperties {\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 24063\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 39\n\n\n#LINE 39\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 24063: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn _SinTime;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 1 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000011901174880 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/Texture_af9ec22bf6a44c548b3aeedc0c8813f1\" {\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform(\"Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 34704\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 51\n\n\n#LINE 51\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 34704: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\treturn Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 56836: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\t\treturn Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 57901: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\treturn Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 59730: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\treturn Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 60801: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\t\treturn Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 9 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000012414498580 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/UV_fa95ea106ef3406288e9ac1544c3dc5b_UV\" {\n\tProperties {\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 53966\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 41\n\n\n#LINE 41\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 53966: m_Code: "#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\treturn UV_fa95ea106ef3406288e9ac1544c3dc5b_UV;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 9 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000012464032888 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Graph/Hidden/PreviewShader/PixelMaster_d9649f202c4348c181d5dd9621f05494\" \n{\n\tProperties \n\t{\n\n\t}\t\n\t\n\tSubShader \n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD 200\n\t\t\n\t\t\n\t// ------------------------------------------------------------\n\t// Surface shader code generated out of a CGPROGRAM block:\n\t\n\n\t// ---- forward rendering base pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\nGpuProgramID 61336\nTags { \"ShadowSupport\" = \"True\" }\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 219\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 89903\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 131\n\n\n}\n\n\t// ---- deferred shading pass:\n\tPass {\n\t\tName \"DEFERRED\"\n\t\tTags { \"LightMode\" = \"Deferred\" }\n\nGpuProgramID 133950\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 198\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 212262\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 108\n\n\n}\n\n\t// ---- end of surface shader generated code\n\n#LINE 56\n\n\t} \n\tFallBack \"Diffuse\"\n}\n" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 6, guid: 0000000000000000f000000000000000, type: 0} m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 5036: m_Code: "#line 18 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n \ float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n \ float3 worldPos : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\n#endif\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.atten = atten;\n \ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n \ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n \ #endif\n LightingLambert_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingLambert (o, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 46ebc5795b09a23cf030498b1cb17fd9 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 21164: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorProp_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 24182: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 24527: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 24561: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 25668: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 27939: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 33459: m_Code: "#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#pragma vertex vert\n#pragma fragment frag\n#pragma multi_compile_shadowcaster\n#include \"UnityCG.cginc\"\n\nstruct v2f { \n\tV2F_SHADOW_CASTER;\n};\n\nv2f vert( appdata_base v )\n{\n\tv2f o;\n\tTRANSFER_SHADOW_CASTER_NORMALOFFSET(o)\n\treturn o;\n}\n\nfloat4 frag( v2f i ) : SV_Target\n{\n\tSHADOW_CASTER_FRAGMENT(i)\n}\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 738f319c99d8aa8292d1f7520c8b922d m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - SHADOWS_DEPTH - - SHADOWS_CUBE m_VariantsBuiltin1: - - SHADOWS_DEPTH - - SHADOWS_CUBE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH 40024: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 41154: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 46802: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 53922: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: no\n// needs world space view direction for lighting: YES\n// needs world 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 \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf SimpleSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\t\thalf4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)\r\n\t\t{\r\n\t\t\thalf3 h = normalize (lightDir + viewDir);\r\n\t\t\thalf diff = max (0, dot (s.Normal, lightDir));\r\n\t\t\thalf nh = max (0, dot (s.Normal, h));\r\n\t\t\thalf spec = pow (nh, 48.0);\r\n\t\t\thalf4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);\r\n\t\t\tc.a = s.Alpha;\r\n\t\t\treturn c;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 SurfaceOutput o) \n\t\t{\n\t\t\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 fixed3 vlight : TEXCOORD2; // ambient/SH/vertexlights\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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n float3 shlight = ShadeSH9 (float4(worldNormal,1.0));\n \ o.vlight = shlight;\n #else\n o.vlight = 0.0;\n #endif\n #ifdef VERTEXLIGHT_ON\n \ o.vlight += 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 // VERTEXLIGHT_ON\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 \ SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n \ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n #ifdef LIGHTMAP_OFF\n c.rgb += o.Albedo * IN.vlight;\n #endif // LIGHTMAP_OFF\n\n \ // lightmaps\n #ifndef LIGHTMAP_OFF\n #ifdef DIRLIGHTMAP_OFF\n // single lightmap\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n fixed3 lm = DecodeLightmap (lmtex);\n #elif DIRLIGHTMAP_COMBINED\n \ // directional lightmaps\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n half3 lm = DecodeLightmap(lmtex);\n #elif DIRLIGHTMAP_SEPARATE\n \ // directional with specular - no support\n half4 lmtex = 0;\n \ half3 lm = 0;\n #endif // DIRLIGHTMAP_OFF\n\n #endif // LIGHTMAP_OFF\n\n\n \ // realtime lighting: call lighting function\n #ifdef LIGHTMAP_OFF\n \ c += LightingSimpleSpecular (o, lightDir, worldViewDir, atten);\n #else\n \ c.a = o.Alpha;\n #endif\n\n #ifndef LIGHTMAP_OFF\n // combine lightmaps with realtime shadows\n #ifdef SHADOWS_SCREEN\n #if defined(UNITY_NO_RGBM)\n \ c.rgb += o.Albedo * min(lm, atten*2);\n #else\n c.rgb += o.Albedo * max(min(lm,(atten*2)*lmtex.rgb), lm*atten);\n #endif\n #else // SHADOWS_SCREEN\n c.rgb += o.Albedo * lm;\n #endif // SHADOWS_SCREEN\n \ #endif // LIGHTMAP_OFF\n\n #ifndef DYNAMICLIGHTMAP_OFF\n fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);\n c.rgb += o.Albedo * DecodeRealtimeLightmap (dynlmtex);\n #endif\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: fa51ff0b058df8f6513063f277f388ca 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 58526: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 61336: m_Code: "#line 34 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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\to.Albedo = ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 64200: 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: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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 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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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 m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 67266: m_Code: "#line 225 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 79796: m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile 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// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 85941: m_Code: "#line 246 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 86307: m_Code: "#line 200 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n \ c += LightingLambert (o, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 46ebc5795b09a23cf030498b1cb17fd9 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 86424: m_Code: "#line 245 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 89903: 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 multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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\to.Albedo = ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 94184: m_Code: "#line 243 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 97856: 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 multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: no\n// needs world space view direction for lighting: YES\n// needs world 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 \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf SimpleSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\t\thalf4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)\r\n\t\t{\r\n\t\t\thalf3 h = normalize (lightDir + viewDir);\r\n\t\t\thalf diff = max (0, dot (s.Normal, lightDir));\r\n\t\t\thalf nh = max (0, dot (s.Normal, h));\r\n\t\t\thalf spec = pow (nh, 48.0);\r\n\t\t\thalf4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);\r\n\t\t\tc.a = s.Alpha;\r\n\t\t\treturn c;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 SurfaceOutput o) \n\t\t{\n\t\t\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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 \ SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n \ fixed4 c = 0;\n c += LightingSimpleSpecular (o, lightDir, worldViewDir, atten);\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: fa51ff0b058df8f6513063f277f388ca 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 101551: m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile 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// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 111290: m_Code: "#line 246 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 114102: m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile 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// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorProp_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 114367: m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 119837: 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 multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 122770: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define LIGHT_LOOP_LIMIT 4\n#else\n \ #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants for when positional (point/spot) and spot lights are present\n#pragma multi_compile __ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n \ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n // specular\n \ if (NdotL > 0.0) {\n half3 h = normalize(dirToLight + viewDir);\n half HdotN = max(dot(eyeNormal, h), 0.0);\n half sp = saturate(pow(HdotN, shininess));\n specColor += (atten * sp) * unity_LightColor[idx].rgb;\n \ }\n return color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n \ #if defined(SPOT)\n // spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP\n return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nhalf4 _SpecColor;\nhalf4 _Emission;\nhalf _Shininess;\nint4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n #if ENABLE_SPECULAR\n \ fixed3 specColor : COLOR1;\n #endif\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n \ half3 viewDir = 0.0;\n viewDir = -normalize (eyePos);\n // lighting\n \ half3 lcolor = _Emission.rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n \ half3 specColor = 0.0;\n half shininess = _Shininess * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n specColor *= _SpecColor.rgb;\n o.color = saturate(color);\n #if ENABLE_SPECULAR\n o.specColor = saturate(specColor);\n \ #endif\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_MainTex, IN.uv0.xy);\n col.rgb = tex * IN.color;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n #if ENABLE_SPECULAR\n // add specular color\n col.rgb += IN.specColor;\n #endif\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010103 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 125757: m_Code: "#line 236 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 22327f74180b0ee6b4be5793710d6c1b 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 133950: m_Code: "#line 138 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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\to.Albedo = ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 146622: m_Code: "#line 139 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: no\n// needs world space view direction for lighting: YES\n// needs world 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\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf SimpleSpecular \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\t\thalf4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)\r\n\t\t{\r\n\t\t\thalf3 h = normalize (lightDir + viewDir);\r\n\t\t\thalf diff = max (0, dot (s.Normal, lightDir));\r\n\t\t\thalf nh = max (0, dot (s.Normal, h));\r\n\t\t\thalf spec = pow (nh, 48.0);\r\n\t\t\thalf4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);\r\n\t\t\tc.a = s.Alpha;\r\n\t\t\treturn c;\r\n\t\t}\r\n\t\t\r\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 SurfaceOutput o) \n\t\t{\n\t\t\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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};\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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\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 #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 718bef1005d0e19eabe0dfd6ac952a41 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 147397: m_Code: "#line 146 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 153240: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 154990: m_Code: "#line 156 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 157158: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 164434: m_Code: "#line 156 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 173889: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorProp_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 178183: m_Code: "#line 154 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 178342: m_Code: "#line 111 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_PREPASSBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // output normal and specular\n fixed4 res;\n res.rgb = o.Normal * 0.5 + 0.5;\n res.a = o.Specular;\n \ return res;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 178482: m_Code: "#line 155 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 187195: m_Code: "#line 138 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 187220: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n \ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n #if USING_FOG\n fixed fog : TEXCOORD2;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n o.color = saturate(color);\n \ // compute texture coordinates\n o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n \ // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n o.fog = saturate(unityFogFactor);\n \ #endif\n // transform position\n o.pos = UnityObjectToClipPos(IN.pos);\n \ return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * _Color;\n // SetTexture #1\n tex = tex2D (_MainTex, IN.uv1.xy);\n col.rgb = tex * col;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n \ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 01010102 01010102 [unity_Lightmap] [_Color] usesLightmapST\n//! TexEnv1: 02010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 188661: m_Code: "#line 153 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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 = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n \ return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n \ out half4 outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 189171: m_Code: "#line 136 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\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 = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n 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(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 8acda72e0f0fef29eefbe48043a428a2 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 204248: m_Code: "#line 224 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 212262: 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 skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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\to.Albedo = ColorNode_f90053f0feff4d63afdf89f507720dff_Uniform;\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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 212453: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorProp_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 220391: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 224478: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 unity_Lightmap_ST;\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n \ float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n float2 uv2 : TEXCOORD2;\n \ #if USING_FOG\n fixed fog : TEXCOORD3;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n o.color = saturate(color);\n // compute texture coordinates\n \ o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw;\n o.uv2 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * tex.a;\n col *= 2;\n // SetTexture #1\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv1.xy);\n col = col * _Color;\n // SetTexture #2\n tex = tex2D (_MainTex, IN.uv2.xy);\n col.rgb = tex * col;\n col *= 4;\n col.a = fixed4(1,1,1,1).a;\n \ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010105 02010105 [unity_Lightmap] usesLightmapST\n//! TexEnv1: 01000102 01000102 [unity_Lightmap] [_Color]\n//! TexEnv2: 04010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 3 m_TypesMask: 0 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 225428: 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: YES\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\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 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform;\r\n\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_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\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 227198: m_Code: "#line 214 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\to.Albedo = Texture_af9ec22bf6a44c548b3aeedc0c8813f1;\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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 231242: m_Code: "#line 223 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (_SinTime, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 232491: m_Code: "#line 90 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n float4 screen : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n float3 vlight : TEXCOORD4;\n#else\n#ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.screen = ComputeScreenPos (o.pos);\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n float3 worldN = UnityObjectToWorldNormal(v.normal);\n \ o.vlight = ShadeSH9 (float4(worldN,1.0));\n#endif\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\nsampler2D _LightBuffer;\n#if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON)\nsampler2D _LightSpecBuffer;\n#endif\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));\n#if defined (SHADER_API_MOBILE)\n light = max(light, half4(0.001, 0.001, 0.001, 0.001));\n#endif\n#ifndef UNITY_HDR_ON\n \ light = -log2(light);\n#endif\n#if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON)\n light.w = tex2Dproj (_LightSpecBuffer, UNITY_PROJ_COORD(IN.screen)).r;\n#endif\n \ #ifndef LIGHTMAP_OFF\n #ifdef DIRLIGHTMAP_OFF\n // single lightmap\n \ fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n fixed3 lm = DecodeLightmap (lmtex);\n light.rgb += lm;\n #elif DIRLIGHTMAP_COMBINED\n \ // directional lightmaps\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n half4 lm = half4(DecodeLightmap(lmtex), 0);\n light += lm;\n #elif DIRLIGHTMAP_SEPARATE\n // directional with specular - no support\n #endif // DIRLIGHTMAP_OFF\n #else\n light.rgb += IN.vlight;\n \ #endif // !LIGHTMAP_OFF\n\n #ifndef DYNAMICLIGHTMAP_OFF\n fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);\n light.rgb += DecodeRealtimeLightmap (dynlmtex);\n #endif\n\n half4 c = LightingLambert_PrePass (o, light);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 234860: 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 skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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\to.Albedo = ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 235191: 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 skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 24 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard \n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\n\n\n\n\t\tstruct Input \n\t\t{\n\t\t\tfloat4 color : COLOR;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\n\t\t}\n\t \ \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n \ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 237776: m_Code: "#line 224 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tfloat V1Node_af2123f908fc425592243393821cc615_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half ((V1Node_af2123f908fc425592243393821cc615_Uniform), UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 246927: m_Code: "#line 221 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 256430: m_Code: "#line 222 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world 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\n\n\t\tfloat4 ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform;\r\n\t\tsampler2D Texture_af9ec22bf6a44c548b3aeedc0c8813f1_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\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (UV_fa95ea106ef3406288e9ac1544c3dc5b_UV.xy));\r\n\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorNode_407f768e4bb844aeb2d3b0039da87a9a_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\to.Albedo = MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_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(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.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: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 96900076d9649630087b7d0ef967b8be 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: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 319872: m_Code: "#line 171 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n#ifndef DYNAMICLIGHTMAP_OFF\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse : SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4 outNormal : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n // prepare and unpack data\n \ Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n \ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n \ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n #endif\n LightingLambert_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingLambert_Deferred (o, gi, outDiffuse, outSpecSmoothness, outNormal);\n \ #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n \ UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 08aad5a7f8e10c1de3313cd9da4d2add m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 369986: m_Code: "#line 171 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 64144d10dc2e79470b160642e134f1b5 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] 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\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 6 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat4 color : COLOR;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\treturn _SinTime;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 1 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!48 &48000013703151448 Shader: m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: m_Script: "Shader \"Hidden/PreviewShader/Texture_43cd112f06024cd58b0eeee2913b2479\" {\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_43cd112f06024cd58b0eeee2913b2479_Uniform(\"Texture_43cd112f06024cd58b0eeee2913b2479_Uniform\", 2D) = \"bump\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tGpuProgramID 43610\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 43\n\n\n#LINE 43\n\n\t\t}\n\t}\n\tFallback Off\n}" m_PathName: decompressedSize: 0 m_SubProgramBlob: m_Dependencies: [] m_NonModifiableTextures: {} m_ShaderIsBaked: 0 errors: [] m_DefaultTextures: {} m_CompileInfo: m_Snippets: 8841: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy);\r\n\t\t\t\treturn Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 43610: m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D Texture_43cd112f06024cd58b0eeee2913b2479_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_43cd112f06024cd58b0eeee2913b2479 = half4(UnpackNormal(tex2D (Texture_43cd112f06024cd58b0eeee2913b2479_Uniform, IN.meshUV0.xy)), 0);\r\n\t\t\t\treturn Texture_43cd112f06024cd58b0eeee2913b2479;\r\n\n\t\t\t}\n\t\t\t" m_AssetPath: Assets/UnityShaderEditor/Graphs m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 7989e4b36e035b4e4ffe1e7f353509ca 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: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: [] m_TargetVariants4: - INSTANCING_ON m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: m_MeshComponentsFromSnippets: 9 m_HasSurfaceShaders: 0 m_HasFixedFunctionShaders: 0 --- !u!114 &114000010133485662 MonoBehaviour: m_ObjectHideFlags: 1 m_PrefabParentObject: 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TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\treturn UV_fa95ea106ef3406288e9ac1544c3dc5b_UV;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}" m_PreviewShader: {fileID: 48000012414498580} m_PreviewMaterial: {fileID: 21000013348680768} --- !u!114 &114000010509092068 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: edd99bcf0936ee84794c384dffae5501, type: 3} m_Name: m_EditorClassIdentifier: m_SrcBlend: 0 m_DstBlend: 1 m_CullMode: 0 m_ZTest: 2 m_ZWrite: 0 m_RenderQueue: 1 m_RenderType: 0 m_ShadowPass: 0 m_FullForwardShadows: 0 m_NoAmbient: 0 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unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\thalf4 UV_fa95ea106ef3406288e9ac1544c3dc5b_UV = IN.meshUV0;\r\n\t\t\t\thalf4 MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output = unity_multiply_half (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Input1, UV_fa95ea106ef3406288e9ac1544c3dc5b_UV);\r\n\t\t\t\tfloat4 Texture_af9ec22bf6a44c548b3aeedc0c8813f1 = tex2D (Texture_af9ec22bf6a44c548b3aeedc0c8813f1_Uniform, (MultiplyNode_fe1dafa1deab4fdab20e9fe0e7b9779c_Output.xy));\r\n\t\t\t\thalf4 MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output = unity_multiply_half (ColorProp_Uniform, Texture_af9ec22bf6a44c548b3aeedc0c8813f1);\r\n\t\t\t\treturn MultiplyNode_c6c9b5fe0a244a4dbbaf3eb001296b8f_Output;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}" m_PreviewShader: {fileID: 48000010771800096} m_PreviewMaterial: {fileID: 21000011209379904} --- !u!114 &114000010961647468 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: 357a15b35b0cd9e47a66e10c5b627fcd, type: 3} m_Name: AddNode m_EditorClassIdentifier: m_Slots: - type: 0 m_Title: Input 1 m_Name: Input1 m_DataTypeString: - type: 0 m_Title: Input 2 m_Name: Input2 m_DataTypeString: - type: 1 m_Title: Output m_Name: Output m_DataTypeString: m_Properties: [] m_GenericTypeString: color: 0 style: node position: serializedVersion: 2 x: 352.16382 y: -36.737854 width: -2 height: 0 showEmptySlots: 1 m_SlotDefaultValues: - slotName: Input1 value: m_DefaultVector: {x: 1, y: 1, z: 1, w: 1} m_SlotName: Input1 m_Node: {fileID: 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