<<<<<<< HEAD Shader "Generated.ExportTextureMasterNode31754f39-6eb9-4773-ae21-b2fca7f2fcde" { Properties { ======= Shader "Graph/Generated.MetallicMasterNode588ae349-7b2c-4dcc-a420-78da738e8509" { Properties { Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform("Albedo", 2D) = "white" {} Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform("Normal", 2D) = "bump" {} [HDR]Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform("Color", Color) = (2,0.5379311,0,1) >>>>>>> 82dce9042a3bb161933bb4ee1fa5fa11724776d6 } SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" } ZWrite Off Blend One Zero <<<<<<< HEAD Pass { CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader_Preview #pragma fragment frag #pragma target 4.0 v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) { v2f_customrendertexture OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.primitiveID = 0;//TODO OUT.localTexcoord = IN.texcoord; OUT.globalTexcoord = IN.texcoord; OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); return OUT; } inline void unity_Gradient_float (float v, out float4 finalColor, out float finalR, out float finalG, out float finalB, out float finalA) { float3 color0=float3(0.1176471,0.08960744,0.07439446); float colorp0=0; float3 color1=float3(0,0,0); float colorp1=0.1147021; float3 color2=float3(0.2132353,0.07766853,0); float colorp2=0.2500038; float3 color3=float3(0.6364486,0.2844907,0); float colorp3=0.3764706; float3 color4=float3(1,0.9310344,0); float colorp4=0.5058824; float3 color5=float3(1,1,1); float colorp5=0.6529488; float3 color6=float3(1,0.6413793,0); float colorp6=0.7823606; float3 color7=float3(0.4779412,0.353851,0.02811421); float colorp7=1; float3 gradcolor = color0; float colorLerpPosition0=smoothstep(colorp0,colorp1,v); gradcolor = lerp(gradcolor,color1,colorLerpPosition0); float colorLerpPosition1=smoothstep(colorp1,colorp2,v); gradcolor = lerp(gradcolor,color2,colorLerpPosition1); float colorLerpPosition2=smoothstep(colorp2,colorp3,v); gradcolor = lerp(gradcolor,color3,colorLerpPosition2); float colorLerpPosition3=smoothstep(colorp3,colorp4,v); gradcolor = lerp(gradcolor,color4,colorLerpPosition3); float colorLerpPosition4=smoothstep(colorp4,colorp5,v); gradcolor = lerp(gradcolor,color5,colorLerpPosition4); float colorLerpPosition5=smoothstep(colorp5,colorp6,v); gradcolor = lerp(gradcolor,color6,colorLerpPosition5); float colorLerpPosition6=smoothstep(colorp6,colorp7,v); gradcolor = lerp(gradcolor,color7,colorLerpPosition6); float alpha0=1; float alphap0=0; float alpha1=1; float alphap1=1; float gradalpha = alpha0; float alphaLerpPosition0=smoothstep(alphap0,alphap1,v); gradalpha = lerp(gradalpha,alpha1,alphaLerpPosition0); finalColor = float4(gradcolor,gradalpha); finalR = finalColor.r; finalG = finalColor.g; finalB = finalColor.b; finalA = finalColor.a; } float4 frag(v2f_customrendertexture IN) : COLOR { half4 uv0 = float4(IN.localTexcoord.xyz,1.0); float4 UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV = uv0; float4 Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor; float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR; float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG; float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB; float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA; unity_Gradient_float (UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA); return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor; } ENDCG } ======= Cull Back ZTest LEqual ZWrite On LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Standard vertex:vert #pragma glsl #pragma debug sampler2D Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform; sampler2D Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform; float4 Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform; float2 Remap_c59de931_587b_4bd5_8442_b14cce0a0208_InMinMax; float2 Remap_c59de931_587b_4bd5_8442_b14cce0a0208_OutMinMax; float Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Input3; float Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Input4; float4 Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Input2; float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input2; float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input3; inline float unity_remap_float (float arg1, float2 arg2, float2 arg3) { return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); } inline float4 unity_multiply_float (float4 arg1, float4 arg2) { return arg1 * arg2; } inline float unity_noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float unity_noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float unity_valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac(uv); f = f * f * (3.0 - 2.0 * f); uv = abs(frac(uv) - 0.5); float2 c0 = i + float2(0.0, 0.0); float2 c1 = i + float2(1.0, 0.0); float2 c2 = i + float2(0.0, 1.0); float2 c3 = i + float2(1.0, 1.0); float r0 = unity_noise_randomValue(c0); float r1 = unity_noise_randomValue(c1); float r2 = unity_noise_randomValue(c2); float r3 = unity_noise_randomValue(c3); float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x); float topOfGrid = unity_noise_interpolate(r2, r3, f.x); float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y); return t; } inline float unity_noise_float (float2 uv) { float t = 0.0; for(int i = 0; i < 3; i++) { float freq = pow(2.0, float(i)); float amp = pow(0.5, float(3-i)); t += unity_valueNoise(float2(uv.x/freq, uv.y/freq))*amp; } return t; } inline float unity_add_float (float arg1, float arg2) { return arg1 + arg2; } struct Input { float4 color : COLOR; half4 meshUV0; float3 worldPos; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.meshUV0 = v.texcoord; } void surf (Input IN, inout SurfaceOutputStandard o) { half4 uv0 = IN.meshUV0; float3 worldPosition = IN.worldPos; float4 Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76 = tex2D (Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform, uv0.xy); float4 Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0 = float4(UnpackNormal(tex2D (Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform, uv0.xy)), 0); float4 Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97 = float4(worldPosition, 1.0); float Remap_c59de931_587b_4bd5_8442_b14cce0a0208_Output = unity_remap_float (Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.g, Remap_c59de931_587b_4bd5_8442_b14cce0a0208_InMinMax, Remap_c59de931_587b_4bd5_8442_b14cce0a0208_OutMinMax); float4 Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Output = float4(Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.r,Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.b,0.0, 0.0); float4 Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Output = unity_multiply_float (Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Output, Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Input2); float Noise_56e06f3e_5014_4678_b1bf_2c92a67f4952_Output = unity_noise_float (Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Output); float Add_90f8adc1_246d_42c3_86fb_812d9895dd2b_Output = unity_add_float (Remap_c59de931_587b_4bd5_8442_b14cce0a0208_Output, Noise_56e06f3e_5014_4678_b1bf_2c92a67f4952_Output); float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Output = clamp (Add_90f8adc1_246d_42c3_86fb_812d9895dd2b_Output, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input2, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input3); float4 Multiply_48befeb5_6a8f_4ad2_a0bc_86af5b21d5c4_Output = unity_multiply_float (Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Output); o.Albedo = Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76; o.Normal = Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0; o.Normal += 1e-6; o.Emission = Multiply_48befeb5_6a8f_4ad2_a0bc_86af5b21d5c4_Output; >>>>>>> 82dce9042a3bb161933bb4ee1fa5fa11724776d6 } Fallback Off }