您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

5639 行
213 KiB

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ef5b9f0785847b04983f907c7f016a36, type: 3}
m_Name: TestGraph
m_EditorClassIdentifier:
m_MaterialOptions: {fileID: 114000010751372870}
m_PixelGraph: {fileID: 114000010503952950}
--- !u!21 &21000011906202394
Material:
serializedVersion: 6
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Hidden/PreviewShader/Texture_ebca1dce894a42a1b6a0bb68ee78ff27
m_Shader: {fileID: 48000011576325190}
m_ShaderKeywords:
m_LightmapFlags: 5
m_CustomRenderQueue: -1
stringTagMap: {}
m_SavedProperties:
serializedVersion: 2
m_TexEnvs:
- first:
name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
second:
m_Texture: {fileID: 2800000, guid: 4c91c938176a28e44b22f5398fd5184f, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: []
m_Colors: []
--- !u!21 &21000012033016274
Material:
serializedVersion: 6
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Hidden/PreviewShader/Texture_5cae5849a2fd40bfbeb141cb5d0a1272
m_Shader: {fileID: 48000011697123738}
m_ShaderKeywords:
m_LightmapFlags: 5
m_CustomRenderQueue: -1
stringTagMap: {}
m_SavedProperties:
serializedVersion: 2
m_TexEnvs:
- first:
name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
second:
m_Texture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: []
m_Colors: []
--- !u!21 &21000012188960002
Material:
serializedVersion: 6
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Hidden/PreviewShader/CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
m_Shader: {fileID: 48000013509724362}
m_ShaderKeywords:
m_LightmapFlags: 5
m_CustomRenderQueue: -1
stringTagMap: {}
m_SavedProperties:
serializedVersion: 2
m_TexEnvs:
- first:
name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
second:
m_Texture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- first:
name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
second:
m_Texture: {fileID: 2800000, guid: 4c91c938176a28e44b22f5398fd5184f, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: []
m_Colors: []
--- !u!21 &21000012785307104
Material:
serializedVersion: 6
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Graph/Hidden/PreviewShader/PixelMaster_5c6daa356f294a8399fd930402180579
m_Shader: {fileID: 48000010157997568}
m_ShaderKeywords:
m_LightmapFlags: 5
m_CustomRenderQueue: -1
stringTagMap: {}
m_SavedProperties:
serializedVersion: 2
m_TexEnvs:
- first:
name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
second:
m_Texture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- first:
name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
second:
m_Texture: {fileID: 2800000, guid: 4c91c938176a28e44b22f5398fd5184f, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: []
m_Colors: []
--- !u!48 &48000010157997568
Shader:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name:
decompressedSize: 0
m_SubProgramBlob:
m_ParsedForm:
m_PropInfo:
m_Props:
- m_Name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Description: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
- m_Name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Description: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
m_SubShaders:
- m_Passes:
- m_Type: 0
m_State:
m_Name: FORWARD
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 38578
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags:
LIGHTMODE: ForwardBase
QUEUE: Geometry
RenderType: Opaque
SHADOWSUPPORT: true
m_LOD: 200
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
- m_Type: 0
m_State:
m_Name: FORWARD
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 0
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 1
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 1
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 120877
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags:
LIGHTMODE: ForwardAdd
QUEUE: Geometry
RenderType: Opaque
m_LOD: 200
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
- m_Type: 0
m_State:
m_Name: DEFERRED
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 154121
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags:
LIGHTMODE: Deferred
QUEUE: Geometry
RenderType: Opaque
m_LOD: 200
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
- m_Type: 0
m_State:
m_Name: META
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 0
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 244281
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags:
LIGHTMODE: Meta
QUEUE: Geometry
RenderType: Opaque
m_LOD: 200
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
m_Tags:
tags:
QUEUE: Geometry
RenderType: Opaque
m_LOD: 200
m_Name: Graph/Hidden/PreviewShader/PixelMaster_5c6daa356f294a8399fd930402180579
m_CustomEditorName:
m_FallbackName: Diffuse
m_Dependencies: []
m_DisableNoSubshadersMessage: 0
m_Dependencies:
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
m_NonModifiableTextures: {}
m_ShaderIsBaked: 0
m_DefaultTextures: {}
m_CompileInfo:
m_Snippets:
15965:
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 target 2.0\n#pragma multi_compile_shadowcaster\n#include
\"UnityCG.cginc\"\n\nstruct v2f { \n\tV2F_SHADOW_CASTER;\n};\n\nv2f vert(
appdata_base v )\n{\n\tv2f o;\n\tTRANSFER_SHADOW_CASTER_NORMALOFFSET(o)\n\treturn
o;\n}\n\nfloat4 frag( v2f i ) : SV_Target\n{\n\tSHADOW_CASTER_FRAGMENT(i)\n}\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5bdbb5d85b2646f9bcc7c597e2e28782
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:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH
28951:
m_Code: "#line 18 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: no\n// needs world space view direction
for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes
tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n//
1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDBASE\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define
WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\n//
no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n
\ float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n
\ float3 worldPos : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh
: TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n
\ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n UNITY_INSTANCE_ID\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 UNITY_INSTANCE_ID\n};\n#endif\nfloat4 _MainTex_ST;\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n
\ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n
\ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF)
&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n
\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef
DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ o.sh = 0;\n // Approximated illumination from non-important point
lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\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 #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 LightingLambert_GI(o, giInput, gi);\n\n // realtime
lighting: call lighting function\n c += LightingLambert (o, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: da2c22a5e29eb1c4cbc2662c52ec362f
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
m_VariantsBuiltin1:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
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_OFF
SHADOWS_SCREEN VERTEXLIGHT_ON
38578:
m_Code: "#line 36 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: YES\n// needs world space view
direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE:
no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from
normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include
\"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1-
(1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5):
arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1:
arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1,
2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct
Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout
appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform,
IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
= unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo
= CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n
\ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n
\ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4
lmap : TEXCOORD6;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n// with lightmaps:\n#ifndef
LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal
: TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2;
// meshUV0\n float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n
\ #ifdef DIRLIGHTMAP_COMBINED\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1
: TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n
\ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n
\ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF)
&& defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x,
worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y,
worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z,
worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal
= worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy
* unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef
LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n
\ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if
UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination
from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh
+= Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0,
unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb,
unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0,
worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal,
o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); //
pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
= _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n
\ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n
\ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission
= 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex
= fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\n\n // compute lighting
& shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4
c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ #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 LightingStandard_GI(o, giInput,
gi);\n\n // realtime lighting: call lighting function\n c += LightingStandard
(o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n
\ UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 3bf0c61e588ab671ad48d6fc472ca3fc
m_IsGLSL: 0
m_FromOther: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
m_VariantsBuiltin1:
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_OFF
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 2
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
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_OFF
SHADOWS_SCREEN VERTEXLIGHT_ON
115501:
m_Code: "#line 194 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
multi_compile_fog\n#pragma multi_compile_fwdadd\n#pragma skip_variants INSTANCING_ON\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// writes to per-pixel normal: no\n// writes
to emission: no\n// writes to occlusion: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: no\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
no\n// reads from normal: no\n// 1 texcoords actually used\n// float2
_MainTex\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define
WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal)
normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; //
_MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n
\ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\nfloat4 _MainTex_ST;\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos
= worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); //
pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x
= 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput
o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n
\ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n
\ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten,
IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n #endif\n gi.light.color
*= atten;\n c += LightingLambert (o, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: da2c22a5e29eb1c4cbc2662c52ec362f
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - POINT
- - DIRECTIONAL
- - SPOT
- - POINT_COOKIE
- - DIRECTIONAL_COOKIE
m_VariantsBuiltin1:
- - POINT
- - DIRECTIONAL
- - SPOT
- - POINT_COOKIE
- - DIRECTIONAL_COOKIE
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
120877:
m_Code: "#line 329 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile 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#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to
emission: no\n// writes to occlusion: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include
\"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1-
(1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5):
arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1:
arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1,
2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct
Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout
appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform,
IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
= unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo
= CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n
\ half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n
\ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal
= worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel
shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel
shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf
IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
= _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n
\ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n
\ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission
= 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex
= fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten,
IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n #endif\n gi.light.color
*= atten;\n c += LightingStandard (o, worldViewDir, gi);\n c.a = 0.0;\n
\ UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n
\ return c;\n}\n\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 3bf0c61e588ab671ad48d6fc472ca3fc
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:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
125368:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
\"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not
do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n
\ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define
LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define
ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants
for when positional (point/spot) and spot lights are present\n#pragma multi_compile
__ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3
computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir,
half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n
\ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3
color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n // specular\n
\ if (NdotL > 0.0) {\n half3 h = normalize(dirToLight + viewDir);\n half
HdotN = max(dot(eyeNormal, h), 0.0);\n half sp = saturate(pow(HdotN,
shininess));\n specColor += (atten * sp) * unity_LightColor[idx].rgb;\n
\ }\n return color * atten;\n}\n\n// Compute attenuation & illumination
from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3
eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3
specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half
att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition
* unity_LightPosition[idx].w;\n // distance attenuation\n float distSqr
= dot(dirToLight, dirToLight);\n att /= (1.0 + unity_LightAtten[idx].z
* distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w)
att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n
\ #if defined(SPOT)\n // spot angle attenuation\n half rho =
max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt
= (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n att
*= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in
light colors are 2x brighter than what used to be in FFP\n return min (computeLighting
(idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor),
1.0);\n}\n\n// uniforms\nhalf4 _Color;\nhalf4 _SpecColor;\nhalf4 _Emission;\nhalf
_Shininess;\nint4 unity_VertexLightParams; // x: light count, y: zero, z:
one (y/z needed by d3d9 vs loop instruction)\nfloat4 _MainTex_ST;\n\n//
vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3
normal : NORMAL;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment
interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n #if ENABLE_SPECULAR\n
\ fixed3 specColor : COLOR1;\n #endif\n float2 uv0 : TEXCOORD0;\n #if
USING_FOG\n fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n//
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n
\ half3 viewDir = 0.0;\n viewDir = -normalize (eyePos);\n // lighting\n
\ half3 lcolor = _Emission.rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n
\ half3 specColor = 0.0;\n half shininess = _Shininess * 128.0;\n for
(int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il,
eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb
= lcolor.rgb;\n color.a = _Color.a;\n specColor *= _SpecColor.rgb;\n o.color
= saturate(color);\n #if ENABLE_SPECULAR\n o.specColor = saturate(specColor);\n
\ #endif\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _MainTex_ST.xy
+ _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz);
// radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n o.fog
= saturate(unityFogFactor);\n #endif\n // transform position\n o.pos
= UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D
_MainTex;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4
col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D
(_MainTex, IN.uv0.xy);\n col.rgb = tex * IN.color;\n col *= 2;\n col.a
= fixed4(1,1,1,1).a;\n #if ENABLE_SPECULAR\n // add specular color\n col.rgb
+= IN.specColor;\n #endif\n // fog\n #if USING_FOG\n col.rgb = lerp
(unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n//
texenvs\n//! TexEnv0: 02010103 01060004 [_MainTex] [ffffffff]\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
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
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:
154121:
m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: no\n// writes to emission: no\n// writes to occlusion:
no\n// needs world space reflection vector: no\n// needs world space normal
vector: no\n// needs screen space position: no\n// needs world space position:
no\n// needs view direction: no\n// needs world space view direction: no\n//
needs world space position for lighting: YES\n// needs world space view
direction for lighting: YES\n// needs world space view direction for lightmaps:
no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world
matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually
used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define
WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal)
normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1-
(1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5):
arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1:
arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1,
2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct
Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout
appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform,
IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
= unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo
= CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n
\ half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3
viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n
\ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n
\ UNITY_INSTANCE_ID\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full
v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ UNITY_TRANSFER_INSTANCE_ID(v,o);\n Input customInputData;\n vert (v,
customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos
= UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight
= UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir
= viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw =
v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n
\ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy
* unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n
\ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z)
* (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy
= 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex
(worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4
unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid
frag_surf (v2f_surf IN,\n out half4 outGBuffer0 : SV_Target0,\n out
half4 outGBuffer1 : SV_Target1,\n out half4 outGBuffer2 : SV_Target2,\n
\ out half4 outEmission : SV_Target3) {\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
= _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n
\ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n
\ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission
= 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex
= fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal =
o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n
\ // 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 LightingStandard_GI(o, giInput,
gi);\n\n // call lighting function to output g-buffer\n outEmission =
LightingStandard_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1,
outGBuffer2);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n
\ #endif\n}\n\n"
m_AssetPath:
m_PlatformMask: 4294958079
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 6b770516880c785ba927a487d9181c83
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:
- INSTANCING_ON
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
172332:
m_Code: "#line 110 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: no\n// needs world space view direction
for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes
tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n//
0 texcoords actually used\n#define UNITY_PASS_PREPASSBASE\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n
\ float3 worldPos : TEXCOORD1;\n UNITY_INSTANCE_ID\n};\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf
o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n
\ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n return o;\n}\n\n//
fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.uv_MainTex.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef
USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput
o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n
\ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n
\ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\n\n // output normal and
specular\n fixed4 res;\n res.rgb = o.Normal * 0.5 + 0.5;\n res.a = o.Specular;\n
\ return res;\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 4e213bc02b38190ad91b297cec9a67e8
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0: []
m_VariantsUser1: []
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0: []
m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
190511:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
\"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 _MainTex_ST;\n\n//
vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3
uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment
interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n
\ float2 uv1 : TEXCOORD1;\n #if USING_FOG\n fixed fog : TEXCOORD2;\n
\ #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert
(appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n float3 eyePos
= mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n
\ o.color = saturate(color);\n // compute texture coordinates\n o.uv0
= IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv0.xy
* _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float
fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n
\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n
\ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D
_MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) :
SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture
#0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex
* _Color;\n // SetTexture #1\n tex = tex2D (_MainTex, IN.uv1.xy);\n col.rgb
= tex * col;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n // fog\n #if
USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n
\ return col;\n}\n\n// texenvs\n//! TexEnv0: 01010102 01010102 [unity_Lightmap]
[_Color] usesLightmapST\n//! TexEnv1: 02010100 01060004 [_MainTex] [ffffffff]\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0:
- - _
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - _
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0: []
m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 0
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2: []
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords:
199450:
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
\"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 unity_Lightmap_ST;\nfloat4
_MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3
pos : POSITION;\n float3 uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n//
vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n
\ float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n float2 uv2 : TEXCOORD2;\n
\ #if USING_FOG\n fixed fog : TEXCOORD3;\n #endif\n float4 pos : SV_POSITION;\n};\n\n//
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
viewDir = 0.0;\n o.color = saturate(color);\n // compute texture coordinates\n
\ o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1
= IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw;\n o.uv2 = IN.uv0.xy
* _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float
fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n
\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n
\ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D
_MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) :
SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture
#0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex
* tex.a;\n col *= 2;\n // SetTexture #1\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap,
IN.uv1.xy);\n col = col * _Color;\n // SetTexture #2\n tex = tex2D (_MainTex,
IN.uv2.xy);\n col.rgb = tex * col;\n col *= 4;\n col.a = fixed4(1,1,1,1).a;\n
\ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb,
IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010105
02010105 [unity_Lightmap] usesLightmapST\n//! TexEnv1: 01000102 01000102
[unity_Lightmap] [_Color]\n//! TexEnv2: 04010100 01060004 [_MainTex] [ffffffff]\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0:
- - _
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - _
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0: []
m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 0
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2: []
m_TargetVariants3: []
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords:
244281:
m_Code: "#line 305 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile 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#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to
emission: no\n// writes to occlusion: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define
WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma
target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma
glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1-
(1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5):
arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1:
arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1,
2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct
Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout
appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4
Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform,
IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
= unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo
= CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n#include
\"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n
\ half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf
vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex,
v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n
\ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return
o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
{\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
= _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard
o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n
\ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 82487844744f812d77cba08ba48140b5
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:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
248873:
m_Code: "#line 94 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: no\n// needs world space view direction
for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes
tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n//
1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define
WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal)
normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; //
_MainTex\n float3 worldPos : TEXCOORD1;\n float4 screen : TEXCOORD2;\n
\ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n float3 vlight : TEXCOORD4;\n#else\n#ifdef
DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n
\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3
tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 :
TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\nfloat4 _MainTex_ST;\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n
\ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n
\ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF)
&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n
\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #endif\n o.worldPos = worldPos;\n o.screen = ComputeScreenPos (o.pos);\n#ifndef
DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef
LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n
\ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld,
v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n
\ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n
\ #endif\n#else\n o.lmap.xy = 0;\n float3 worldN = UnityObjectToWorldNormal(v.normal);\n
\ o.vlight = ShadeSH9 (float4(worldN,1.0));\n#endif\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\nsampler2D _LightBuffer;\nsampler2D
_CameraNormalsTexture;\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 UNITY_SETUP_INSTANCE_ID(IN);\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 #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 half4
nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen));\n
\ half3 normal = nspec.rgb * 2 - 1;\n o.Normal = normalize(normal);\n
\ // directional lightmaps\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap,
IN.lmap.xy);\n half4 lm = half4(DecodeLightmap(lmtex), 0);\n light
+= lm;\n #elif DIRLIGHTMAP_SEPARATE\n // directional with specular
- no support\n #endif // DIRLIGHTMAP_OFF\n #else\n light.rgb += IN.vlight;\n
\ #endif // !LIGHTMAP_OFF\n\n #ifndef DYNAMICLIGHTMAP_OFF\n fixed4 dynlmtex
= UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);\n light.rgb +=
DecodeRealtimeLightmap (dynlmtex);\n #endif\n\n half4 c = LightingLambert_PrePass
(o, light);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n
\ return c;\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 4e213bc02b38190ad91b297cec9a67e8
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin1:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
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
314043:
m_Code: "#line 173 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants
FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// writes to per-pixel normal:
no\n// writes to emission: no\n// writes to occlusion: no\n// needs world
space reflection vector: no\n// needs world space normal vector: no\n//
needs screen space position: no\n// needs world space position: no\n// needs
view direction: no\n// needs world space view direction: no\n// needs world
space position for lighting: YES\n// needs world space view direction for
lighting: no\n// needs world space view direction for lightmaps: no\n//
needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix
to pixel shader: no\n// reads from normal: YES\n// 1 texcoords actually
used\n// float2 _MainTex\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; //
_MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n
\ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
\ half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n
\ float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n UNITY_INSTANCE_ID\n};\nfloat4
_MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n
\ UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ UNITY_TRANSFER_INSTANCE_ID(v,o);\n o.pos = UnityObjectToClipPos(v.vertex);\n
\ o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos =
mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n#ifndef DYNAMICLIGHTMAP_OFF\n
\ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n
\ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy
* unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n
\ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)
* unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z)
* (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy
= 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex
(worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4
unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid
frag_surf (v2f_surf IN,\n out half4 outGBuffer0 : SV_Target0,\n out
half4 outGBuffer1 : SV_Target1,\n out half4 outGBuffer2 : SV_Target2,\n
\ out half4 outEmission : SV_Target3) {\n UNITY_SETUP_INSTANCE_ID(IN);\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 // 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 LightingLambert_GI(o, giInput,
gi);\n\n // call lighting function to output g-buffer\n outEmission =
LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);\n
\ #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294958079
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 4e213bc02b38190ad91b297cec9a67e8
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0: []
m_VariantsUser1: []
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin1:
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- HDR_LIGHT_PREPASS_OFF
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_OFF
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_OFF
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_OFF
- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
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
369209:
m_Code: "#line 163 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_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#pragma skip_variants INSTANCING_ON\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// writes to per-pixel normal: no\n// writes
to emission: no\n// writes to occlusion: no\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: no\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
no\n// reads from normal: no\n// 1 texcoords actually used\n// float2
_MainTex\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
= c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos
: TEXCOORD1;\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf
(appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy,
unity_LightmapST, unity_DynamicLightmapST);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos
= worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf
IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
\ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3
worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir
= normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir
= _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput
o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo
= 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss
= 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: e89040d13feb825a73f359d7158d9470
m_IsGLSL: 0
m_FromOther: 1
m_VariantsUser0: []
m_VariantsUser1: []
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0: []
m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_Target: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
m_MeshComponentsFromSnippets: 11
m_HasSurfaceShaders: 1
m_HasFixedFunctionShaders: 0
--- !u!48 &48000011576325190
Shader:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name:
decompressedSize: 0
m_SubProgramBlob:
m_ParsedForm:
m_PropInfo:
m_Props:
- m_Name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Description: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
m_SubShaders:
- m_Passes:
- m_Type: 0
m_State:
m_Name:
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 56687
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags: {}
m_LOD: 0
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
m_Tags:
tags: {}
m_LOD: 0
m_Name: Hidden/PreviewShader/Texture_ebca1dce894a42a1b6a0bb68ee78ff27
m_CustomEditorName:
m_FallbackName:
m_Dependencies: []
m_DisableNoSubshadersMessage: 1
m_Dependencies: []
m_NonModifiableTextures: {}
m_ShaderIsBaked: 0
m_DefaultTextures: {}
m_CompileInfo:
m_Snippets:
56687:
m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\t\tstruct v2f
\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f
vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos
= mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4
Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform,
IN.meshUV0.xy);\r\n\t\t\t\treturn Texture_ebca1dce894a42a1b6a0bb68ee78ff27;\r\n\n\t\t\t}\n\t\t\t"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5bdbb5d85b2646f9bcc7c597e2e28782
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: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
m_MeshComponentsFromSnippets: 9
m_HasSurfaceShaders: 0
m_HasFixedFunctionShaders: 0
--- !u!48 &48000011697123738
Shader:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name:
decompressedSize: 0
m_SubProgramBlob:
m_ParsedForm:
m_PropInfo:
m_Props:
- m_Name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Description: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
m_SubShaders:
- m_Passes:
- m_Type: 0
m_State:
m_Name:
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 40648
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags: {}
m_LOD: 0
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
m_Tags:
tags: {}
m_LOD: 0
m_Name: Hidden/PreviewShader/Texture_5cae5849a2fd40bfbeb141cb5d0a1272
m_CustomEditorName:
m_FallbackName:
m_Dependencies: []
m_DisableNoSubshadersMessage: 1
m_Dependencies: []
m_NonModifiableTextures: {}
m_ShaderIsBaked: 0
m_DefaultTextures: {}
m_CompileInfo:
m_Snippets:
40648:
m_Code: "#line 7 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 7
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\n\n\t\t\tstruct v2f
\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f
vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos
= mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4
Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform,
IN.meshUV0.xy);\r\n\t\t\t\treturn Texture_5cae5849a2fd40bfbeb141cb5d0a1272;\r\n\n\t\t\t}\n\t\t\t"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5bdbb5d85b2646f9bcc7c597e2e28782
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: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
m_MeshComponentsFromSnippets: 9
m_HasSurfaceShaders: 0
m_HasFixedFunctionShaders: 0
--- !u!48 &48000013509724362
Shader:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name:
decompressedSize: 0
m_SubProgramBlob:
m_ParsedForm:
m_PropInfo:
m_Props:
- m_Name: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Description: Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
- m_Name: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Description: Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform
m_Attributes: []
m_Type: 4
m_Flags: 64
m_DefValue[0]: 0
m_DefValue[1]: 0
m_DefValue[2]: 0
m_DefValue[3]: 0
m_DefTexture:
m_DefaultName: white
m_TexDim: 2
m_SubShaders:
- m_Passes:
- m_Type: 0
m_State:
m_Name:
zTest:
val: 4
name:
name: <noninit>
zWrite:
val: 1
name:
name: <noninit>
alphaTest: 0
alphaVal:
val: 0
name:
name: <noninit>
shininess:
val: 0
name:
name: <noninit>
culling:
val: 2
name:
name: <noninit>
offsetFactor:
val: 0
name:
name: <noninit>
offsetUnits:
val: 0
name:
name: <noninit>
alphaToMask:
val: 0
name:
name: <noninit>
srcBlend:
val: 1
name:
name: <noninit>
destBlend:
val: 0
name:
name: <noninit>
srcBlendAlpha:
val: 1
name:
name: <noninit>
destBlendAlpha:
val: 0
name:
name: <noninit>
blendOp:
val: 0
name:
name: <noninit>
blendOpAlpha:
val: 0
name:
name: <noninit>
colMask:
val: 15
name:
name: <noninit>
color:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1.1
name:
name: <noninit>
name:
name: <noninit>
diffuse:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
ambient:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
specular:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
emissive:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 1
name:
name: <noninit>
name:
name: <noninit>
lighting: 0
separateSpecular: 0
stencilOp:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpFront:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilOpBack:
pass:
val: 0
name:
name: <noninit>
fail:
val: 0
name:
name: <noninit>
zFail:
val: 0
name:
name: <noninit>
comp:
val: 8
name:
name: <noninit>
stencilReadMask:
val: 255
name:
name: <noninit>
stencilWriteMask:
val: 255
name:
name: <noninit>
stencilRef:
val: 0
name:
name: <noninit>
fogStart:
val: 0
name:
name: unity_FogStart
fogEnd:
val: 0
name:
name: unity_FogEnd
fogDensity:
val: 0
name:
name: unity_FogDensity
fogColor:
x:
val: 0
name:
name: <noninit>
y:
val: 0
name:
name: <noninit>
z:
val: 0
name:
name: <noninit>
w:
val: 0
name:
name: <noninit>
name:
name: unity_FogColor
fogMode: -1
gpuProgramID: 21579
m_ColorMaterialMode: 0
m_Channels:
m_Channels[00]: -1
m_Channels[01]: -1
m_Channels[02]: -1
m_Channels[03]: -1
m_Channels[04]: -1
m_Channels[05]: -1
m_Channels[06]: -1
m_Channels[07]: -1
m_Channels[08]: -1
m_Channels[09]: -1
m_Channels[10]: -1
m_Channels[11]: -1
m_Channels[12]: -1
m_Channels[13]: -1
m_Channels[14]: -1
m_Channels[15]: -1
m_Channels[16]: -1
m_Channels[17]: -1
m_Channels[18]: -1
m_Channels[19]: -1
m_Channels[20]: -1
m_Channels[21]: -1
m_Channels[22]: -1
m_Channels[23]: -1
m_Channels[24]: -1
m_Channels[25]: -1
m_Channels[26]: -1
m_Channels[27]: -1
m_TargetMap: 0
m_SourceMap: 0
m_Tags:
tags: {}
m_LOD: 0
m_ProgramMask: 6
m_Programs[Vertex]:
m_SubPrograms: []
m_Programs[Fragment]:
m_SubPrograms: []
m_Programs[Geometry]:
m_SubPrograms: []
m_Programs[Hull]:
m_SubPrograms: []
m_Programs[Domain]:
m_SubPrograms: []
m_HasInstancingVariant: 0
m_UseName:
m_Name:
m_TextureName:
m_Tags:
tags: {}
m_Tags:
tags: {}
m_LOD: 0
m_Name: Hidden/PreviewShader/CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output
m_CustomEditorName:
m_FallbackName:
m_Dependencies: []
m_DisableNoSubshadersMessage: 1
m_Dependencies: []
m_NonModifiableTextures: {}
m_ShaderIsBaked: 0
m_DefaultTextures: {}
m_CompileInfo:
m_Snippets:
21579:
m_Code: "#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\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\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\t\tstruct
v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0
: TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn min(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cburn_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1 + arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_overlay_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg1 < 0.5)? arg1*arg2*2:
1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_softl_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (1-arg1)*arg1*arg2
+ arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4
unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 1-arg1)? half(0):half(1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4
unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
abs(arg2-arg1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_excl_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
max(arg2-arg1, 0.0);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_div_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f
vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos
= mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4
Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform,
IN.meshUV0.xy);\r\n\t\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27
= tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\t\thalf4
CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\t\treturn
CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t\t}\n\t\t\t"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5bdbb5d85b2646f9bcc7c597e2e28782
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: 1
m_TargetVariants0: []
m_TargetVariants1: []
m_TargetVariants2:
- SHADOWS_SOFT
- DIRLIGHTMAP_COMBINED
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
m_TargetVariants3:
- INSTANCING_ON
m_TargetVariants4: []
m_TargetVariants5: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
m_MeshComponentsFromSnippets: 9
m_HasSurfaceShaders: 0
m_HasFixedFunctionShaders: 0
--- !u!114 &114000010503952950
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 226075d30f5b2694caa212aa3e968148, type: 3}
m_Name:
m_EditorClassIdentifier:
nodes:
- {fileID: 114000013912941646}
- {fileID: 114000011572301608}
- {fileID: 114000012764735352}
- {fileID: 114000013750952198}
edges:
- m_FromNode: {fileID: 114000011572301608}
m_ToNode: {fileID: 114000013912941646}
m_FromSlotName: Output
m_ToSlotName: Albedo
color: {r: 1, g: 1, b: 1, a: 1}
- m_FromNode: {fileID: 114000012764735352}
m_ToNode: {fileID: 114000011572301608}
m_FromSlotName: RGBA
m_ToSlotName: Input1
color: {r: 1, g: 1, b: 1, a: 1}
- m_FromNode: {fileID: 114000013750952198}
m_ToNode: {fileID: 114000011572301608}
m_FromSlotName: RGBA
m_ToSlotName: Input2
color: {r: 1, g: 1, b: 1, a: 1}
m_InvalidEdges: []
--- !u!114 &114000010751372870
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: edd99bcf0936ee84794c384dffae5501, type: 3}
m_Name:
m_EditorClassIdentifier:
m_SrcBlend: 0
m_DstBlend: 1
m_CullMode: 0
m_ZTest: 2
m_ZWrite: 0
m_RenderQueue: 1
m_RenderType: 0
m_ShadowPass: 0
m_FullForwardShadows: 0
m_NoAmbient: 0
m_NoVertexLights: 0
m_NoLightmaps: 0
m_NoDirLightmap: 0
m_NoForwardAdd: 0
m_ApproxView: 0
m_HalfAsView: 0
m_Expanded: 0
--- !u!114 &114000011572301608
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3738e97908dea1f4bbc5e5a7cf562ecc, type: 3}
m_Name: CombineNode
m_EditorClassIdentifier:
m_Slots:
- type: 0
m_Title: Input 1
m_Name: Input1
m_DataTypeString:
- type: 0
m_Title: Input 2
m_Name: Input2
m_DataTypeString:
- type: 1
m_Title: Output
m_Name: Output
m_DataTypeString:
m_Properties: []
m_GenericTypeString:
color: 0
style: node
position:
serializedVersion: 2
x: 142.88483
y: 42.17801
width: 73
height: -23
showEmptySlots: 1
m_SlotDefaultValues:
- slotName: Input1
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Input1
m_Node: {fileID: 114000011572301608}
- slotName: Input2
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Input2
m_Node: {fileID: 114000011572301608}
- slotName: Output
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Output
m_Node: {fileID: 114000011572301608}
m_GUID: 4222ca57c75d43a49646f8c80bcf43a1
m_DrawMode: 0
m_PrecisionNames:
- half
m_LastShader: "Shader \"Hidden/PreviewShader/CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output\"
{\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform(\"Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform\",
2D) = \"white\" {}\n\t\t[NonModifiableTextureData] Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform(\"Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform\",
2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tCGPROGRAM\n\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\t\tstruct
v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline
half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
min(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_mul_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
1 - (1-arg1)/(arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lburn_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - 1;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
max(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_screen_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1/(1-arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_ldodge_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
(arg2 < 1-arg1)? half(0):half(1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_diff_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn abs(arg2-arg1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1 + arg2 - arg1*arg2*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_sub_half
(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline
half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
arg1 / (arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\n\n\t\t\tv2f vert (appdata_full v)
\n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4
Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform,
IN.meshUV0.xy);\r\n\t\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D
(Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\t\thalf4
CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\t\treturn
CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback
Off\n}"
m_PreviewShader: {fileID: 48000013509724362}
m_PreviewMaterial: {fileID: 21000012188960002}
m_Operation: 9
--- !u!114 &114000012764735352
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3}
m_Name: Texture
m_EditorClassIdentifier:
m_Slots:
- type: 1
m_Title: RGBA
m_Name: RGBA
m_DataTypeString:
- type: 1
m_Title: R
m_Name: R
m_DataTypeString:
- type: 1
m_Title: G
m_Name: G
m_DataTypeString:
- type: 1
m_Title: B
m_Name: B
m_DataTypeString:
- type: 1
m_Title: A
m_Name: A
m_DataTypeString:
- type: 0
m_Title: UV
m_Name: UV
m_DataTypeString:
m_Properties: []
m_GenericTypeString:
color: 0
style: node
position:
serializedVersion: 2
x: -228.5788
y: -263.13635
width: 81
height: 392
showEmptySlots: 1
m_SlotDefaultValues:
- slotName: RGBA
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: RGBA
m_Node: {fileID: 114000012764735352}
- slotName: R
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: R
m_Node: {fileID: 114000012764735352}
- slotName: G
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: G
m_Node: {fileID: 114000012764735352}
- slotName: B
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: B
m_Node: {fileID: 114000012764735352}
- slotName: A
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: A
m_Node: {fileID: 114000012764735352}
- slotName: UV
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: UV
m_Node: {fileID: 114000012764735352}
m_GUID: 5cae5849a2fd40bfbeb141cb5d0a1272
m_DrawMode: 0
m_PrecisionNames:
- half
m_LastShader: "Shader \"Hidden/PreviewShader/Texture_5cae5849a2fd40bfbeb141cb5d0a1272\"
{\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform(\"Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform\",
2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tCGPROGRAM\n\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f
vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul
(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272
= tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\t\treturn
Texture_5cae5849a2fd40bfbeb141cb5d0a1272;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback
Off\n}"
m_PreviewShader: {fileID: 48000011697123738}
m_PreviewMaterial: {fileID: 21000012033016274}
m_PropertyName:
m_Description:
m_Exposed: 0
m_DefaultTexture: {fileID: 2800000, guid: 28bdf1ba8c076ef4e910b59cc1baf342, type: 3}
m_TextureType: 0
--- !u!114 &114000013750952198
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5defdf1d05185a343bfebb2cdd827bd6, type: 3}
m_Name: Texture
m_EditorClassIdentifier:
m_Slots:
- type: 1
m_Title: RGBA
m_Name: RGBA
m_DataTypeString:
- type: 1
m_Title: R
m_Name: R
m_DataTypeString:
- type: 1
m_Title: G
m_Name: G
m_DataTypeString:
- type: 1
m_Title: B
m_Name: B
m_DataTypeString:
- type: 1
m_Title: A
m_Name: A
m_DataTypeString:
- type: 0
m_Title: UV
m_Name: UV
m_DataTypeString:
m_Properties: []
m_GenericTypeString:
color: 0
style: node
position:
serializedVersion: 2
x: -241.5788
y: 172.86365
width: 209
height: 130
showEmptySlots: 1
m_SlotDefaultValues:
- slotName: RGBA
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: RGBA
m_Node: {fileID: 114000013750952198}
- slotName: R
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: R
m_Node: {fileID: 114000013750952198}
- slotName: G
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: G
m_Node: {fileID: 114000013750952198}
- slotName: B
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: B
m_Node: {fileID: 114000013750952198}
- slotName: A
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: A
m_Node: {fileID: 114000013750952198}
- slotName: UV
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: UV
m_Node: {fileID: 114000013750952198}
m_GUID: ebca1dce894a42a1b6a0bb68ee78ff27
m_DrawMode: 0
m_PrecisionNames:
- half
m_LastShader: "Shader \"Hidden/PreviewShader/Texture_ebca1dce894a42a1b6a0bb68ee78ff27\"
{\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform(\"Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform\",
2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader {\n\t\tPass {\n\t\t\tCGPROGRAM\n\t\t\t#pragma
vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\t\tstruct v2f \n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\n\n\t\t\tv2f
vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos = mul
(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27
= tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\t\treturn
Texture_ebca1dce894a42a1b6a0bb68ee78ff27;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback
Off\n}"
m_PreviewShader: {fileID: 48000011576325190}
m_PreviewMaterial: {fileID: 21000011906202394}
m_PropertyName:
m_Description:
m_Exposed: 0
m_DefaultTexture: {fileID: 2800000, guid: 4c91c938176a28e44b22f5398fd5184f, type: 3}
m_TextureType: 0
--- !u!114 &114000013912941646
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 38072936174514040b3e08813a3ec4e7, type: 3}
m_Name: PixelMaster
m_EditorClassIdentifier:
m_Slots:
- type: 0
m_Title: Albedo
m_Name: Albedo
m_DataTypeString:
- type: 0
m_Title: Normal
m_Name: Normal
m_DataTypeString:
- type: 0
m_Title: Emission
m_Name: Emission
m_DataTypeString:
- type: 0
m_Title: Metallic
m_Name: Metallic
m_DataTypeString:
- type: 0
m_Title: Smoothness
m_Name: Smoothness
m_DataTypeString:
- type: 0
m_Title: Occlusion
m_Name: Occlusion
m_DataTypeString:
- type: 0
m_Title: Alpha
m_Name: Alpha
m_DataTypeString:
m_Properties: []
m_GenericTypeString:
color: 0
style: node
position:
serializedVersion: 2
x: 700
y: 0
width: 0
height: 0
showEmptySlots: 1
m_SlotDefaultValues:
- slotName: Albedo
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Albedo
m_Node: {fileID: 114000013912941646}
- slotName: Normal
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Normal
m_Node: {fileID: 114000013912941646}
- slotName: Emission
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Emission
m_Node: {fileID: 114000013912941646}
- slotName: Metallic
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Metallic
m_Node: {fileID: 114000013912941646}
- slotName: Smoothness
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Smoothness
m_Node: {fileID: 114000013912941646}
- slotName: Occlusion
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Occlusion
m_Node: {fileID: 114000013912941646}
- slotName: Alpha
value:
m_DefaultVector: {x: 1, y: 1, z: 1, w: 1}
m_SlotName: Alpha
m_Node: {fileID: 114000013912941646}
m_GUID: 5c6daa356f294a8399fd930402180579
m_DrawMode: 0
m_PrecisionNames:
- half
m_LastShader: "Shader \"Graph/Hidden/PreviewShader/PixelMaster_5c6daa356f294a8399fd930402180579\"
\n{\n\tProperties \n\t{\n\t\t[NonModifiableTextureData] Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform(\"Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform\",
2D) = \"white\" {}\n\t\t[NonModifiableTextureData] Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform(\"Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform\",
2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader \n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend
One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD
200\n\t\t\n\t\tCGPROGRAM\n\t\t#pragma target 3.0\n\t\t#pragma surface surf Standard
vertex:vert\n\t\t#pragma glsl\n\t\t#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4
arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
(arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_sub_half
(half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline
half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D
Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4
meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0
= v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform,
IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D
(Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4
CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
(Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo
= CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\tENDCG\n\t}
\n\tFallBack \"Diffuse\"\n}\n"
m_PreviewShader: {fileID: 48000010157997568}
m_PreviewMaterial: {fileID: 21000012785307104}
m_LightFunctionClassName: UnityEditor.MaterialGraph.PBRMetalicLightFunction