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6825 行
306 KiB
6825 行
306 KiB
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!48 &4834138
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Shader:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: tarp
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m_Script: "Shader \"Graph/tarp\" \n{\n\tProperties \n\t{\n\t\t[HideInInspector]
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Texture_2952234(\"Texture_2952234\", 2D) = \"white\" {}\n\t\t[HideInInspector]
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Texture_2912888(\"Texture_2912888\", 2D) = \"white\" {}\n\t\t[HideInInspector]
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Texture_2913008(\"Texture_2913008\", 2D) = \"bump\" {}\n\t\t[HideInInspector]
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Texture_2913120(\"Texture_2913120\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader
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\n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend
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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
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200\n\t\t\n\t\t\n\t// ------------------------------------------------------------\n\t//
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Surface shader code generated out of a CGPROGRAM block:\n\t\n\n\t// ---- forward
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rendering base pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\"
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= \"ForwardBase\" }\n\nGpuProgramID 57367\nTags { \"ShadowSupport\" = \"True\"
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}\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 256\n\n\n}\n\n\t// ---- forward
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rendering additive lights pass:\n\tPass {\n\t\tName \"FORWARD\"\n\t\tTags { \"LightMode\"
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= \"ForwardAdd\" }\n\t\tZWrite Off Blend One One\n\nGpuProgramID 69648\nProgram
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\"vp\" {}\nProgram \"fp\" {}\n\n#LINE 183\n\n\n}\n\n\t// ---- deferred shading
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pass:\n\tPass {\n\t\tName \"DEFERRED\"\n\t\tTags { \"LightMode\" = \"Deferred\"
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}\n\nGpuProgramID 136272\nProgram \"vp\" {}\nProgram \"fp\" {}\n\n#LINE 250\n\n\n}\n\n\t//
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---- meta information extraction pass:\n\tPass {\n\t\tName \"Meta\"\n\t\tTags
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{ \"LightMode\" = \"Meta\" }\n\t\tCull Off\n\nGpuProgramID 228807\nProgram \"vp\"
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{}\nProgram \"fp\" {}\n\n#LINE 157\n\n\n}\n\n\t// ---- end of surface shader generated
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code\n\n#LINE 92\n\n\t} \n\tFallBack \"Diffuse\"\n}\n"
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m_PathName:
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decompressedSize: 0
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m_SubProgramBlob:
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m_Dependencies:
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- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderIsBaked: 0
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errors: []
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m_DefaultTextures:
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Texture_2912888: {fileID: 2800000, guid: 06ca5507e7192eb4a8011dc7cdb6db95, type: 3}
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Texture_2913008: {fileID: 2800000, guid: 1734aefbb51846643ae250665f33f6ca, type: 3}
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Texture_2913120: {fileID: 2800000, guid: 7a898a3a5ba9f8642b21c27bcc225d3e, type: 3}
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Texture_2952234: {fileID: 2800000, guid: 2c46ce2080751d44c881c643e8984c6c, type: 3}
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m_CompileInfo:
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m_Snippets:
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6557:
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m_Code: "#line 37 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
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compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
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target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
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multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
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Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
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writes to per-pixel normal: YES\n// writes to emission: no\n// needs world
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space reflection vector: no\n// needs world space normal vector: no\n//
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|
needs screen space position: no\n// needs world space position: no\n// needs
|
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view direction: no\n// needs world space view direction: no\n// needs world
|
|
space position for lighting: YES\n// needs world space view direction for
|
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lighting: YES\n// needs world space view direction for lightmaps: no\n//
|
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needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
|
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to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
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used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include
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\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
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INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
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internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
|
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(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
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dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
|
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fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
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dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#include
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\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 27
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\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
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target 3.0\n\t\t//#pragma surface surf StandardSpecular vertex:vert\n\t\t//#pragma
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glsl\n\t\t//#pragma debug\n\n\n\n\n\n\t\tsampler2D Texture_2912888;\r\n\t\tsampler2D
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Texture_2913008;\r\n\t\tsampler2D Texture_2913120;\r\n\n\n\t\tstruct Input
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\n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full
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|
v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
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= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandardSpecular
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o) \n\t\t{\n\t\t\tfloat4 Texture_2913008_Output = half4(UnpackNormal(tex2D
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(Texture_2913008, IN.meshUV0.xy)), 0);\r\n\t\t\to.Normal = Texture_2913008_Output;\r\n\t\t\tfloat4
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Texture_2912888_Output = tex2D (Texture_2912888, IN.meshUV0.xy);\r\n\t\t\tfloat4
|
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Texture_2913120_Output = tex2D (Texture_2913120, IN.meshUV0.xy);\r\n\t\t\to.Albedo
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= Texture_2912888_Output;\r\n\t\t\to.Specular = Texture_2913120_Output;\r\n\n\t\t}\n\t\t\n\n//
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vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct
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v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
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\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
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: TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4;
|
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// SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET
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>= 30\n float4 lmap : TEXCOORD7;\n #endif\n};\n#endif\n// with lightmaps:\n#ifndef
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LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0
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: TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n
|
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\ half4 custompack0 : TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n
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\ SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n#endif\n\n// vertex shader\nv2f_surf
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vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
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\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
|
|
= customInputData.meshUV0;\n o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n
|
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\ 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
|
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worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
|
|
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
|
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\ 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
|
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\ 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
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m_PlatformMask: 4294967295
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m_TypesMask: 3
|
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m_IncludesHash:
|
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serializedVersion: 2
|
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Hash: 673a635350d66e2c941885260b04abe5
|
|
m_IsGLSL: 0
|
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m_FromOther: 0
|
|
m_VariantsUser0:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
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m_VariantsUser1:
|
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- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
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m_VariantsUser2: []
|
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m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
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m_VariantsUser5: []
|
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m_VariantsBuiltin0:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
m_VariantsBuiltin1:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
|
|
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
|
|
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
|
|
m_VariantsUser0:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
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|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
|
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|
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|
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
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|
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|
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|
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|
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- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
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|
|
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|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
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|
|
- 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
|
|
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|
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|
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|
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|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
|
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|
|
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|
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|
|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
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|
|
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|
|
- SHADOWS_SCREEN
|
|
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|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
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|
|
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|
|
- SHADOWS_SCREEN
|
|
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|
|
- - DIRECTIONAL
|
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|
|
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|
|
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|
|
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|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
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|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
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|
|
- - DIRECTIONAL
|
|
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|
|
- DIRLIGHTMAP_COMBINED
|
|
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|
|
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|
|
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|
|
- - DIRECTIONAL
|
|
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|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
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|
|
- 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
|
|
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: 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
|
|
33459:
|
|
m_Code: "#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include
|
|
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 84
|
|
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#pragma
|
|
vertex vert\n#pragma fragment frag\n#pragma multi_compile_shadowcaster\n#include
|
|
\"UnityCG.cginc\"\n\nstruct v2f { \n\tV2F_SHADOW_CASTER;\n};\n\nv2f vert(
|
|
appdata_base v )\n{\n\tv2f o;\n\tTRANSFER_SHADOW_CASTER_NORMALOFFSET(o)\n\treturn
|
|
o;\n}\n\nfloat4 frag( v2f i ) : SV_Target\n{\n\tSHADOW_CASTER_FRAGMENT(i)\n}\n"
|
|
m_AssetPath: Assets/DefaultResourcesExtra
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: a7121ed175b96c69092cfac2c8ff7df9
|
|
m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0: []
|
|
m_VariantsUser1: []
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - SHADOWS_DEPTH
|
|
- - SHADOWS_CUBE
|
|
m_VariantsBuiltin1:
|
|
- - SHADOWS_DEPTH
|
|
- - SHADOWS_CUBE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 0
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
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
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
m_VariantsBuiltin1:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
|
|
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
|
|
50736:
|
|
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
|
|
multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR)
|
|
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not
|
|
do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n
|
|
\ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define
|
|
LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define
|
|
ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants
|
|
for when positional (point/spot) and spot lights are present\n#pragma multi_compile
|
|
__ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3
|
|
computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir,
|
|
half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n
|
|
\ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3
|
|
color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n return
|
|
color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3
|
|
computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir,
|
|
half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight
|
|
= unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT)
|
|
|| defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n
|
|
\ // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n
|
|
\ att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w
|
|
!= 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside
|
|
of range\n dirToLight *= rsqrt(distSqr);\n #if defined(SPOT)\n //
|
|
spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz),
|
|
0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n
|
|
\ att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; //
|
|
passed in light colors are 2x brighter than what used to be in FFP\n return
|
|
min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor,
|
|
shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nint4
|
|
unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed
|
|
by d3d9 vs loop instruction)\nfloat4 _Dummy_ST;\n\n// vertex shader input
|
|
data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n
|
|
\ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct
|
|
v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n
|
|
\ fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n//
|
|
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n
|
|
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
|
|
eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n
|
|
\ half3 viewDir = 0.0;\n // lighting\n half3 lcolor = half4(0,0,0,1).rgb
|
|
+ _Color.rgb * glstate_lightmodel_ambient.rgb;\n half3 specColor = 0.0;\n
|
|
\ half shininess = 0 * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT;
|
|
++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color,
|
|
shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n
|
|
\ o.color = saturate(color);\n // compute texture coordinates\n o.uv0
|
|
= IN.uv0.xy * _Dummy_ST.xy + _Dummy_ST.zw;\n // fog\n #if USING_FOG\n
|
|
\ float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR(fogCoord);\n
|
|
\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n
|
|
\ o.pos = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\n return o;\n}\n\n//
|
|
textures\nsampler2D _Dummy; // not in shader properties, assuming 2D\n\n//
|
|
fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4
|
|
tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_Dummy, IN.uv0.xy);\n
|
|
\ col.rgb = IN.color;\n col *= 2;\n col.a = IN.color.a;\n // fog\n #if
|
|
USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n
|
|
\ return col;\n}\n\n// texenvs\n//! TexEnv0: 02030000 01070004 [_Dummy]\n"
|
|
m_AssetPath:
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 00000000000000000000000000000000
|
|
m_IsGLSL: 0
|
|
m_FromOther: 0
|
|
m_VariantsUser0:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
- - _
|
|
- POINT
|
|
- SPOT
|
|
m_VariantsUser1:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
- - _
|
|
- POINT
|
|
- SPOT
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0: []
|
|
m_VariantsBuiltin1: []
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 0
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2: []
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT
|
|
m_BuiltinKeywords:
|
|
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"
|
|
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
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
m_VariantsBuiltin1:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
|
|
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
|
|
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
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- VERTEXLIGHT_ON
|
|
m_VariantsBuiltin1:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- SHADOWS_NATIVE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE
|
|
SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON
|
|
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:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - POINT
|
|
- - DIRECTIONAL
|
|
- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
|
m_VariantsBuiltin1:
|
|
- - POINT
|
|
- - DIRECTIONAL
|
|
- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
|
|
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
|
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m_PlatformMask: 4294967295
|
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
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Hash: 673a635350d66e2c941885260b04abe5
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m_IsGLSL: 0
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m_FromOther: 0
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m_VariantsUser0:
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- - __
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- FOG_LINEAR
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m_VariantsUser1:
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m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0:
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- - POINT
|
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- - DIRECTIONAL
|
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- - SPOT
|
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- - POINT_COOKIE
|
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- - DIRECTIONAL_COOKIE
|
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m_VariantsBuiltin1:
|
|
- - POINT
|
|
- - DIRECTIONAL
|
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- - SPOT
|
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- - POINT_COOKIE
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- - DIRECTIONAL_COOKIE
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 2
|
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m_TargetVariants0: []
|
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m_TargetVariants1: []
|
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m_TargetVariants2:
|
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- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
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- DIRLIGHTMAP_SEPARATE
|
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- DYNAMICLIGHTMAP_ON
|
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m_TargetVariants3: []
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m_TargetVariants4: []
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m_TargetVariants5: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
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m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
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79369:
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m_Code: "#line 200 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
|
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compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
|
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multi_compile_fog\n#pragma multi_compile_fwdadd\n#include \"HLSLSupport.cginc\"\n#include
|
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\"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//
|
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needs screen space position: no\n// needs world space position: no\n// needs
|
|
view direction: 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"
|
|
m_AssetPath: Assets/DefaultResourcesExtra
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m_PlatformMask: 4294967295
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
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Hash: b5be55b0c510b99cba9a3700713156e6
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m_IsGLSL: 0
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m_FromOther: 1
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m_VariantsUser0:
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- - __
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- FOG_LINEAR
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- FOG_EXP
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- FOG_EXP2
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m_VariantsUser1:
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- - __
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- FOG_LINEAR
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- FOG_EXP
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- FOG_EXP2
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m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0:
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- - POINT
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- - DIRECTIONAL
|
|
- - SPOT
|
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- - POINT_COOKIE
|
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- - DIRECTIONAL_COOKIE
|
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m_VariantsBuiltin1:
|
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- - POINT
|
|
- - DIRECTIONAL
|
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- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 0
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m_TargetVariants0: []
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m_TargetVariants1: []
|
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m_TargetVariants2:
|
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- SHADOWS_SOFT
|
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- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
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m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
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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:
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 00000000000000000000000000000000
|
|
m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
- - _
|
|
- POINT
|
|
- SPOT
|
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m_VariantsUser1:
|
|
- - _
|
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- FOG_LINEAR
|
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- FOG_EXP
|
|
- FOG_EXP2
|
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- - _
|
|
- POINT
|
|
- SPOT
|
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m_VariantsUser2: []
|
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0: []
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m_VariantsBuiltin1: []
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 0
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m_TargetVariants0: []
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m_TargetVariants1: []
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m_TargetVariants2: []
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m_TargetVariants3: []
|
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m_TargetVariants4: []
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m_TargetVariants5: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT
|
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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
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 673a635350d66e2c941885260b04abe5
|
|
m_IsGLSL: 0
|
|
m_FromOther: 0
|
|
m_VariantsUser0:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - POINT
|
|
- - DIRECTIONAL
|
|
- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
|
m_VariantsBuiltin1:
|
|
- - POINT
|
|
- - DIRECTIONAL
|
|
- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
|
|
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
|
|
- - DIRECTIONAL
|
|
- - SPOT
|
|
- - POINT_COOKIE
|
|
- - DIRECTIONAL_COOKIE
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
|
|
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
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin1:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
|
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
|
|
LIGHTMAP_ON UNITY_HDR_ON
|
|
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
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin1:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
|
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
|
|
LIGHTMAP_ON UNITY_HDR_ON
|
|
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"
|
|
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
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin1:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
|
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
|
|
LIGHTMAP_ON UNITY_HDR_ON
|
|
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"
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m_VariantsBuiltin2: []
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m_VariantsBuiltin4: []
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m_Target: 2
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|
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LIGHTMAP_ON UNITY_HDR_ON
|
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155416:
|
|
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma
|
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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
|
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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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|
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|
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
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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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|
|
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|
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|
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|
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Hash: 31f47922f5eab9ea49e6483203005346
|
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|
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|
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m_VariantsUser0: []
|
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m_VariantsUser2: []
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m_VariantsUser4: []
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|
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m_VariantsBuiltin3: []
|
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m_VariantsBuiltin4: []
|
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m_Target: 0
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m_TargetVariants1: []
|
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m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
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m_TargetVariants5: []
|
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m_NonStrippedUserKeywords:
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m_BuiltinKeywords:
|
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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"
|
|
m_AssetPath: Assets/DefaultResourcesExtra
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
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serializedVersion: 2
|
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Hash: 31f47922f5eab9ea49e6483203005346
|
|
m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - __
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser2: []
|
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m_VariantsUser3: []
|
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m_VariantsUser4: []
|
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m_VariantsUser5: []
|
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m_VariantsBuiltin0:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin1:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
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- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 0
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
|
DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF
|
|
LIGHTMAP_ON UNITY_HDR_ON
|
|
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
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 95a37cad14732b342a401f91029ab0e7
|
|
m_IsGLSL: 0
|
|
m_FromOther: 0
|
|
m_VariantsUser0: []
|
|
m_VariantsUser1: []
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
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m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0: []
|
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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:
|
|
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|
|
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|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
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m_TargetVariants4: []
|
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m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
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m_BuiltinKeywords:
|
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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
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 95a37cad14732b342a401f91029ab0e7
|
|
m_IsGLSL: 0
|
|
m_FromOther: 0
|
|
m_VariantsUser0: []
|
|
m_VariantsUser1: []
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0: []
|
|
m_VariantsBuiltin1: []
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
|
m_BuiltinKeywords:
|
|
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
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 95a37cad14732b342a401f91029ab0e7
|
|
m_IsGLSL: 0
|
|
m_FromOther: 0
|
|
m_VariantsUser0: []
|
|
m_VariantsUser1: []
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0: []
|
|
m_VariantsBuiltin1: []
|
|
m_VariantsBuiltin2: []
|
|
m_VariantsBuiltin3: []
|
|
m_VariantsBuiltin4: []
|
|
m_VariantsBuiltin5: []
|
|
m_Target: 2
|
|
m_TargetVariants0: []
|
|
m_TargetVariants1: []
|
|
m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
m_TargetVariants3: []
|
|
m_TargetVariants4: []
|
|
m_TargetVariants5: []
|
|
m_NonStrippedUserKeywords:
|
|
m_BuiltinKeywords:
|
|
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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m_AssetPath: Assets/UnityShaderEditor/Graphs
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m_PlatformMask: 4294967295
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
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Hash: 95a37cad14732b342a401f91029ab0e7
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m_IsGLSL: 0
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m_FromOther: 0
|
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m_VariantsUser0: []
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m_VariantsUser1: []
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m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0: []
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m_VariantsBuiltin1: []
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 2
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m_TargetVariants0: []
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m_TargetVariants1: []
|
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m_TargetVariants2:
|
|
- SHADOWS_SOFT
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
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m_TargetVariants3: []
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m_TargetVariants4: []
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m_TargetVariants5: []
|
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m_NonStrippedUserKeywords:
|
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m_BuiltinKeywords:
|
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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"
|
|
m_AssetPath:
|
|
m_PlatformMask: 4294967295
|
|
m_TypesMask: 3
|
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m_IncludesHash:
|
|
serializedVersion: 2
|
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Hash: 00000000000000000000000000000000
|
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m_IsGLSL: 0
|
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m_FromOther: 1
|
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m_VariantsUser0:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
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- FOG_EXP2
|
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m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0: []
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m_VariantsBuiltin1: []
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 0
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m_TargetVariants0: []
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m_TargetVariants1: []
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m_TargetVariants2: []
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m_TargetVariants3: []
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m_TargetVariants4: []
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m_TargetVariants5: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
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m_BuiltinKeywords:
|
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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
|
|
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
|
|
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
|
|
v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; //
|
|
_MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n
|
|
\ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
|
|
\ half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n
|
|
\ float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n};\nfloat4 _MainTex_ST;\n\n//
|
|
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
|
|
\ o.pos = 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
|
|
\ 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.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3
|
|
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
|
|
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
|
|
= _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput
|
|
o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo
|
|
= 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss
|
|
= 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n
|
|
\ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf
|
|
(surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n //
|
|
Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
|
|
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
|
|
= 0;\n gi.light.dir = half3(0,1,0);\n gi.light.ndotl = LambertTerm (o.Normal,
|
|
gi.light.dir);\n // Call GI (lightmaps/SH/reflections) lighting function\n
|
|
\ UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n
|
|
\ giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.atten
|
|
= atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV
|
|
= IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
|
|
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
|
|
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
|
|
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
|
|
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
|
|
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
|
|
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
|
|
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
|
|
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
|
|
\ #endif\n LightingLambert_GI(o, giInput, gi);\n\n // call lighting function
|
|
to output g-buffer\n outEmission = LightingLambert_Deferred (o, gi, outDiffuse,
|
|
outSpecSmoothness, outNormal);\n #ifndef UNITY_HDR_ON\n outEmission.rgb
|
|
= exp2(-outEmission.rgb);\n #endif\n UNITY_OPAQUE_ALPHA(outDiffuse.a);\n}\n\n"
|
|
m_AssetPath: Assets/DefaultResourcesExtra
|
|
m_PlatformMask: 4294958079
|
|
m_TypesMask: 3
|
|
m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 31f47922f5eab9ea49e6483203005346
|
|
m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0: []
|
|
m_VariantsUser1: []
|
|
m_VariantsUser2: []
|
|
m_VariantsUser3: []
|
|
m_VariantsUser4: []
|
|
m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
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|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
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|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
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|
|
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|
|
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|
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|
|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
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|
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|
|
- - LIGHTMAP_ON
|
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|
|
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|
|
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|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- UNITY_HDR_ON
|
|
m_VariantsBuiltin1:
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- UNITY_HDR_ON
|
|
- - LIGHTMAP_OFF
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