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m_Script: "Shader \"Graph/tarp\" \n{\n\tProperties \n\t{\n\t\t[HideInInspector]
Texture_2952234(\"Texture_2952234\", 2D) = \"white\" {}\n\t\t[HideInInspector]
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Texture_2913008(\"Texture_2913008\", 2D) = \"bump\" {}\n\t\t[HideInInspector]
Texture_2913120(\"Texture_2913120\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader
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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 57367\nTags { \"ShadowSupport\" = \"True\"
}\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 256\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 69648\nProgram
\"vp\" {}\nProgram \"fp\" {}\n\n#LINE 183\n\n\n}\n\n\t// ---- deferred shading
pass:\n\tPass {\n\t\tName \"DEFERRED\"\n\t\tTags { \"LightMode\" = \"Deferred\"
}\n\nGpuProgramID 136272\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 250\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 228807\nProgram \"vp\"
{}\nProgram \"fp\" {}\n\n#LINE 157\n\n\n}\n\n\t// ---- end of surface shader generated
code\n\n#LINE 92\n\n\t} \n\tFallBack \"Diffuse\"\n}\n"
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m_CompileInfo:
m_Snippets:
6557:
m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4;
// SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET
>= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef
LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0
: TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n
\ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n
\ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n
\ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n
\ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput
giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light
= gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING
|| UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o,
giInput, gi);\n\n // realtime lighting: call lighting function\n c +=
LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
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Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
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- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
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m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
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- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
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- SHADOWS_NATIVE
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
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6689:
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// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: 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 = mul (UNITY_MATRIX_MVP, v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3
worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF)
&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n
\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef
DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: b5be55b0c510b99cba9a3700713156e6
m_IsGLSL: 0
m_FromOther: 1
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- - __
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m_VariantsUser1:
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m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
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- - DIRECTIONAL
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
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33459:
m_Code: "#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include
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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: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH
41826:
m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular
= Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4;
// SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET
>= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef
LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0
: TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n
\ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n
\ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n
\ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n
\ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput
giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light
= gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING
|| UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o,
giInput, gi);\n\n // realtime lighting: call lighting function\n c +=
LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
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- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
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- DIRLIGHTMAP_SEPARATE
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m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
50736:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not
do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n
\ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define
LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define
ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants
for when positional (point/spot) and spot lights are present\n#pragma multi_compile
__ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3
computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir,
half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n
\ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3
color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n return
color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3
computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir,
half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight
= unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT)
|| defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n
\ // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n
\ att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w
!= 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside
of range\n dirToLight *= rsqrt(distSqr);\n #if defined(SPOT)\n //
spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz),
0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n
\ att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; //
passed in light colors are 2x brighter than what used to be in FFP\n return
min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor,
shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nint4
unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed
by d3d9 vs loop instruction)\nfloat4 _Dummy_ST;\n\n// vertex shader input
data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n
\ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct
v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n
\ fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n//
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n
\ half3 viewDir = 0.0;\n // lighting\n half3 lcolor = half4(0,0,0,1).rgb
+ _Color.rgb * glstate_lightmodel_ambient.rgb;\n half3 specColor = 0.0;\n
\ half shininess = 0 * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT;
++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color,
shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n
\ o.color = saturate(color);\n // compute texture coordinates\n o.uv0
= IN.uv0.xy * _Dummy_ST.xy + _Dummy_ST.zw;\n // fog\n #if USING_FOG\n
\ float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n
\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n
\ o.pos = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\n return o;\n}\n\n//
textures\nsampler2D _Dummy; // not in shader properties, assuming 2D\n\n//
fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4
tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_Dummy, IN.uv0.xy);\n
\ col.rgb = IN.color;\n col *= 2;\n col.a = IN.color.a;\n // fog\n #if
USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n
\ return col;\n}\n\n// texenvs\n//! TexEnv0: 02030000 01070004 [_Dummy]\n"
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT
m_BuiltinKeywords:
57367:
m_Code: "#line 38 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D
Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid
vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4
SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4
ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output
= unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output,
ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output
= tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output
= unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4
AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4
pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4
lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n
\ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf
(appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n
\ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n
\ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n
\ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput
giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light
= gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING
|| UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o,
giInput, gi);\n\n // realtime lighting: call lighting function\n c +=
LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
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- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- VERTEXLIGHT_ON
m_VariantsBuiltin1:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
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- - DIRECTIONAL
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- LIGHTMAP_ON
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- SHADOWS_NATIVE
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- SHADOWS_NATIVE
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
60403:
m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4
pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET >= 30\n float4
lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n
\ UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf
(appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n
\ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n
\ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir);\n #endif\n
\ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput
giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light
= gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING
|| UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingStandardSpecular_GI(o,
giInput, gi);\n\n // realtime lighting: call lighting function\n c +=
LightingStandardSpecular (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
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- 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
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- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
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- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
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- DIRLIGHTMAP_SEPARATE
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- - DIRECTIONAL
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- DIRLIGHTMAP_COMBINED
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- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
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- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
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- - 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
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- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
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- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_OFF
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- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
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- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_NATIVE
- VERTEXLIGHT_ON
m_VariantsBuiltin1:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
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- 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
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- LIGHTMAP_OFF
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- SHADOWS_SCREEN
- SHADOWS_NATIVE
- - DIRECTIONAL
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m_VariantsBuiltin2: []
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m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
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m_TargetVariants2:
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m_TargetVariants3: []
m_TargetVariants4: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
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SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
67786:
m_Code: "#line 239 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n
\ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0
: TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 =
fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z,
worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o);
// pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n
\ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n
\ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz,
o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl
= LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n
\ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
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- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - POINT
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- - POINT_COOKIE
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m_VariantsBuiltin1:
- - POINT
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m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
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m_TargetVariants3: []
m_TargetVariants4: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
69648:
m_Code: "#line 264 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D
Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid
vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4
SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4
ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output
= unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output,
ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output
= tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output
= unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4
AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 :
TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n
\ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 =
fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z,
worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o);
// pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n
\ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n
\ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz,
o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl
= LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n
\ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
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- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
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- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - POINT
- - DIRECTIONAL
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m_VariantsBuiltin1:
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m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
79369:
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// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: 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 = mul (UNITY_MATRIX_MVP, v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3
worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n
\ o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates
to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates
to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf
(v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n
\ UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.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"
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m_VariantsBuiltin0:
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m_Target: 0
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
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m_TargetVariants3: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
85859:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not
do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n
\ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define
LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define
ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants
for when positional (point/spot) and spot lights are present\n#pragma multi_compile
__ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3
computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir,
half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n
\ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3
color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n // 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
= mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\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:
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT
m_BuiltinKeywords:
106652:
m_Code: "#line 241 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n fixed3 tSpace0 :
TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n fixed3 tSpace2 : TEXCOORD2;\n
\ float3 worldPos : TEXCOORD3;\n half4 custompack0 : TEXCOORD4; // meshUV0\n
\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 =
fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z,
worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o);
// pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n
\ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n
\ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz,
o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl
= LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n
\ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
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m_Target: 2
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m_TargetVariants3: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
128474:
m_Code: "#line 241 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular
= Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n
\ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0
: TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 =
fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z,
worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o);
// pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x =
1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n
\ fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n
\ worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz,
o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n gi.light.ndotl
= LambertTerm (o.Normal, gi.light.dir);\n #endif\n gi.light.color *= atten;\n
\ c += LightingStandardSpecular (o, worldViewDir, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 673a635350d66e2c941885260b04abe5
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - POINT
- - DIRECTIONAL
- - SPOT
- - POINT_COOKIE
- - DIRECTIONAL_COOKIE
m_VariantsBuiltin1:
- - POINT
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- - DIRECTIONAL_COOKIE
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
135030:
m_Code: "#line 167 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular
= Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef
DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef
LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; //
SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos :
TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf
(appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef
DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y
= dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight,
worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy
* unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw
= 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy
+ unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz
= (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV,
v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n
\ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef
LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n//
fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse
: SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4
outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n //
prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n
\ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal,
gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n
\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir
= worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) ||
defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n
\ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
\ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting
function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred
(o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef
UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294958079
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 40d83e9d4284dce005e6cff9fcb1bf2c
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0: []
m_VariantsUser1: []
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
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m_TargetVariants3: []
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m_NonStrippedUserKeywords:
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
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LIGHTMAP_ON UNITY_HDR_ON
136272:
m_Code: "#line 190 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D
Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid
vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4
SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4
ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output
= unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output,
ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output
= tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output
= unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4
AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 :
TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n
\ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3
viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n
\ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef
DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y
= dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight,
worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy
* unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw
= 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy
+ unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz
= (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV,
v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n
\ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef
LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n//
fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse
: SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4
outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n //
prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n
\ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal,
gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n
\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir
= worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) ||
defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n
\ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
\ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting
function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred
(o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef
UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294958079
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 40d83e9d4284dce005e6cff9fcb1bf2c
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0: []
m_VariantsUser1: []
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
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- UNITY_HDR_ON
m_VariantsBuiltin1:
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- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
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- - LIGHTMAP_ON
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- - LIGHTMAP_OFF
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- - LIGHTMAP_ON
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- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
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- DIRLIGHTMAP_SEPARATE
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- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
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- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
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- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
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- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
LIGHTMAP_ON UNITY_HDR_ON
139143:
m_Code: "#line 167 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation
data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 :
TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n
\ half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3
viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef LIGHTMAP_OFF\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; // SH\n #endif\n#else\n
\ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD6;\n #endif\n#endif\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef
DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y
= dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight,
worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy
* unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw
= 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy
+ unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz
= (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV,
v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n
\ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef
LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n//
fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse
: SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4
outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n //
prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n
\ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal,
gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n
\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir
= worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) ||
defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n
\ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
\ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting
function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred
(o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef
UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n"
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m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
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145577:
m_Code: "#line 165 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: YES\n// writes to emission: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef
DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifdef
LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; //
SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos :
TEXCOORD6;\n #endif\n#endif\n};\n\n// vertex shader\nv2f_surf vert_surf
(appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef
DIRLIGHTMAP_OFF\n o.viewDir.x = dot(viewDirForLight, worldTangent);\n o.viewDir.y
= dot(viewDirForLight, worldBinormal);\n o.viewDir.z = dot(viewDirForLight,
worldNormal);\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy
* unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw
= 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy
+ unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz
= (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV,
v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n
\ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef
LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n//
fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse
: SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4
outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n //
prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n
\ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal,
gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n
\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir
= worldViewDir;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) ||
defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n
\ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
\ #endif\n LightingStandardSpecular_GI(o, giInput, gi);\n\n // call lighting
function to output g-buffer\n outEmission = LightingStandardSpecular_Deferred
(o, worldViewDir, gi, outDiffuse, outSpecSmoothness, outNormal);\n #ifndef
UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294958079
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 40d83e9d4284dce005e6cff9fcb1bf2c
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m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
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m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
LIGHTMAP_ON UNITY_HDR_ON
155416:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// 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 = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\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"
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161489:
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// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: 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 = mul (UNITY_MATRIX_MVP, v.vertex);\n float3 worldPos = mul(_Object2World,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n return o;\n}\n\n//
fragment shader\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"
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200775:
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// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: 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 = mul (UNITY_MATRIX_MVP, v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3
worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF)
&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n
\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #endif\n o.worldPos = worldPos;\n o.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(_Object2World, v.vertex).xyz
- unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n
\ o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n
\ #endif\n#else\n o.lmap.xy = 0;\n 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"
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204467:
m_Code: "#line 233 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR
FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include
\"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n#include
\"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full
v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n
\ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n
\ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy,
unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x,
worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y,
worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z,
worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment
shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack
data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x
= 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
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m_TargetVariants2:
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m_NonStrippedUserKeywords:
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217592:
m_Code: "#line 235 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR
FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include
\"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
V4Node_2929798 = half4 (0.3, 0, 0, 0);\r\n\t\t\to.Albedo = Texture_2912888_Output;\r\n\t\t\to.Specular
= Texture_2913120_Output;\r\n\t\t\to.Smoothness = V4Node_2929798;\r\n\n\t\t}\n\t\t\n#include
\"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full
v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n
\ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n
\ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy,
unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(_Object2World,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x,
worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y,
worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z,
worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment
shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack
data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.meshUV0.x
= 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n
\ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
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Hash: 95a37cad14732b342a401f91029ab0e7
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m_Target: 2
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m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3: []
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m_NonStrippedUserKeywords:
m_BuiltinKeywords:
222537:
m_Code: "#line 235 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR
FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include
\"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex,
v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
{\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
m_AssetPath: Assets/UnityShaderEditor/Graphs
m_PlatformMask: 4294967295
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Hash: 95a37cad14732b342a401f91029ab0e7
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m_NonStrippedUserKeywords:
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228807:
m_Code: "#line 258 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR
FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: YES\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include
\"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 28
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_subtract_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 - arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_multiply_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_add_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_2952234;\r\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D Texture_2913008;\r\n\t\tsampler2D
Texture_2913120;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid
vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
Texture_2952234_Output = tex2D (Texture_2952234, IN.meshUV0.xy);\r\n\t\t\thalf4
SubtractNode_2959112_Output = unity_subtract_half (half4 (1,1,1,1), Texture_2952234_Output);\r\n\t\t\thalf4
ColorNode_2961714 = half4 (1, 0.6827586, 0, 0);\r\n\t\t\thalf4 MultiplyNode_2962484_Output
= unity_multiply_half (unity_multiply_half (SubtractNode_2959112_Output,
ColorNode_2961714), half4 (1,1,1,1));\r\n\t\t\tfloat4 Texture_2912888_Output
= tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\thalf4 MultiplyNode_2954672_Output
= unity_multiply_half (Texture_2952234_Output, Texture_2912888_Output);\r\n\t\t\thalf4
AddNode_2965300_Output = unity_add_half (MultiplyNode_2962484_Output, MultiplyNode_2954672_Output);\r\n\t\t\tfloat4
Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\thalf4
SplatNode_2936338_Output = Texture_2913120_Output.wwww;\r\n\t\t\to.Albedo
= AddNode_2965300_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\t\t\to.Smoothness
= SplatNode_2936338_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex,
v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n
\ float3 worldPos = mul(_Object2World, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
{\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;\n
\ #else\n SurfaceOutputStandardSpecular o;\n #endif\n o.Albedo = 0.0;\n
\ o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
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249241:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// 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 = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\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"
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267886:
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// needs world space reflection vector: no\n//
needs world space normal vector: no\n// needs screen space position: no\n//
needs world space position: no\n// needs view direction: 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
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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 = mul (UNITY_MATRIX_MVP, v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(_Object2World, 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
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* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV,
v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n
\ o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef
LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n//
fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outDiffuse
: SV_Target0,\n out half4 outSpecSmoothness : SV_Target1,\n out half4
outNormal : SV_Target2,\n out half4 outEmission : SV_Target3) {\n //
prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3
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= 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss
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\ 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,
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\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.atten
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\ 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"
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335014:
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
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writes to per-pixel normal: no\n// writes to emission: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
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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
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vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
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worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n
\ return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
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\ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3
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function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
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\ return UnityMetaFragment(metaIN);\n}\n\n"
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