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5639 行
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5639 行
213 KiB
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INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define
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WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include
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\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8
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\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
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surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
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\ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n//
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with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos :
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vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n
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\ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef
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DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
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\ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n
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\ o.sh = 0;\n // Approximated illumination from non-important point
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lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n
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\ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb,
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unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n
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\ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh
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= ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n
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\ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
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// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
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frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n
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\ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n
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\ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3
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o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo
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\ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf
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(surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten,
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IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI
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gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
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\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
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GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n
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\ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n
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\ giInput.worldPos = worldPos;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON)
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\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
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= unity_SpecCube1_HDR;\n LightingLambert_GI(o, giInput, gi);\n\n // realtime
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lighting: call lighting function\n c += LightingLambert (o, gi);\n UNITY_APPLY_FOG(IN.fogCoord,
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|
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- LIGHTMAP_ON
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|
|
- 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
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m_HardwareTierVariantsMask: 0
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
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Hash: 3bf0c61e588ab671ad48d6fc472ca3fc
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m_IsGLSL: 0
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m_FromOther: 0
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m_VariantsUser0:
|
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- - __
|
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- FOG_LINEAR
|
|
- FOG_EXP
|
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|
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m_VariantsUser1:
|
|
- - __
|
|
- FOG_LINEAR
|
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- FOG_EXP
|
|
- FOG_EXP2
|
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m_VariantsUser2: []
|
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m_VariantsUser3: []
|
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m_VariantsUser4: []
|
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m_VariantsUser5: []
|
|
m_VariantsBuiltin0:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
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|
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|
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- - DIRECTIONAL
|
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- LIGHTMAP_ON
|
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- DIRLIGHTMAP_OFF
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|
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|
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- - DIRECTIONAL
|
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- LIGHTMAP_ON
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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- - DIRECTIONAL
|
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- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
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|
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|
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- LIGHTMAP_ON
|
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- DIRLIGHTMAP_SEPARATE
|
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- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_OFF
|
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- - DIRECTIONAL
|
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- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
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- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
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- LIGHTMAP_ON
|
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- DIRLIGHTMAP_OFF
|
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- DYNAMICLIGHTMAP_OFF
|
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- SHADOWS_SCREEN
|
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- - DIRECTIONAL
|
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- LIGHTMAP_ON
|
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- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_SCREEN
|
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- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
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- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
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- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
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- DIRLIGHTMAP_COMBINED
|
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- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_SCREEN
|
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- - DIRECTIONAL
|
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- LIGHTMAP_OFF
|
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- DIRLIGHTMAP_SEPARATE
|
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- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_SCREEN
|
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- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_SCREEN
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_SEPARATE
|
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- 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
|
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- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_SEPARATE
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- VERTEXLIGHT_ON
|
|
- - DIRECTIONAL
|
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- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
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- DYNAMICLIGHTMAP_OFF
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- SHADOWS_SCREEN
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- VERTEXLIGHT_ON
|
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- - DIRECTIONAL
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- LIGHTMAP_OFF
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- DIRLIGHTMAP_OFF
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- DYNAMICLIGHTMAP_ON
|
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- SHADOWS_SCREEN
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- VERTEXLIGHT_ON
|
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- - DIRECTIONAL
|
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- LIGHTMAP_OFF
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- DIRLIGHTMAP_COMBINED
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- DYNAMICLIGHTMAP_ON
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- SHADOWS_SCREEN
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- VERTEXLIGHT_ON
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- - DIRECTIONAL
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- LIGHTMAP_OFF
|
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- DIRLIGHTMAP_SEPARATE
|
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- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_SCREEN
|
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- VERTEXLIGHT_ON
|
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m_VariantsBuiltin1:
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
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- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_OFF
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|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_OFF
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_OFF
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_ON
|
|
- SHADOWS_OFF
|
|
- - DIRECTIONAL
|
|
- LIGHTMAP_ON
|
|
- DIRLIGHTMAP_COMBINED
|
|
- DYNAMICLIGHTMAP_OFF
|
|
- 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
|
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m_PlatformMask: 4294967295
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m_HardwareTierVariantsMask: 0
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m_TypesMask: 3
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serializedVersion: 2
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Hash: 4e213bc02b38190ad91b297cec9a67e8
|
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m_IsGLSL: 0
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m_FromOther: 1
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m_VariantsUser0: []
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m_VariantsUser1: []
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m_Target: 1
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m_TargetVariants1: []
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m_TargetVariants2:
|
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- SHADOWS_SOFT
|
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- DIRLIGHTMAP_COMBINED
|
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- DIRLIGHTMAP_SEPARATE
|
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- DYNAMICLIGHTMAP_ON
|
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m_TargetVariants3:
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- INSTANCING_ON
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m_TargetVariants4: []
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m_TargetVariants5: []
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m_NonStrippedUserKeywords:
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m_BuiltinKeywords:
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190511:
|
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m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
|
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\"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"
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m_AssetPath:
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m_PlatformMask: 4294967295
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m_HardwareTierVariantsMask: 0
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
|
|
Hash: 00000000000000000000000000000000
|
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m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
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- FOG_EXP2
|
|
m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0: []
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m_VariantsBuiltin1: []
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 0
|
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m_TargetVariants0: []
|
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m_TargetVariants1: []
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m_TargetVariants2: []
|
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m_TargetVariants3: []
|
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m_TargetVariants4: []
|
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m_TargetVariants5: []
|
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
m_BuiltinKeywords:
|
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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:
|
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m_PlatformMask: 4294967295
|
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m_HardwareTierVariantsMask: 0
|
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m_TypesMask: 3
|
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m_IncludesHash:
|
|
serializedVersion: 2
|
|
Hash: 00000000000000000000000000000000
|
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m_IsGLSL: 0
|
|
m_FromOther: 1
|
|
m_VariantsUser0:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser1:
|
|
- - _
|
|
- FOG_LINEAR
|
|
- FOG_EXP
|
|
- FOG_EXP2
|
|
m_VariantsUser2: []
|
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0: []
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m_VariantsBuiltin1: []
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m_VariantsBuiltin2: []
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m_VariantsBuiltin3: []
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m_VariantsBuiltin4: []
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m_VariantsBuiltin5: []
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m_Target: 0
|
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m_TargetVariants0: []
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m_TargetVariants1: []
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m_TargetVariants2: []
|
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m_TargetVariants3: []
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m_TargetVariants4: []
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m_TargetVariants5: []
|
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
|
|
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
|
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o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n
|
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\ 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
|
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function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
|
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metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
|
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\ return UnityMetaFragment(metaIN);\n}\n\n"
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248873:
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m_Code: "#line 94 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
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compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
|
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multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include
|
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\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
|
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writes to per-pixel normal: no\n// writes to emission: no\n// writes to
|
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occlusion: no\n// needs world space reflection vector: no\n// needs world
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direction: no\n// needs world space position for lighting: YES\n// needs
|
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|
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1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include
|
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|
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WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal)
|
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normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include
|
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\"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
|
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surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
|
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|
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|
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= c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct
|
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v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; //
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_MainTex\n float3 worldPos : TEXCOORD1;\n float4 screen : TEXCOORD2;\n
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\ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n float3 vlight : TEXCOORD4;\n#else\n#ifdef
|
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DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n
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\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3
|
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tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 :
|
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TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\nfloat4 _MainTex_ST;\n\n//
|
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vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n
|
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\ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n
|
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\ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
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_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
|
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\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF)
|
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&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
|
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\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
|
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worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n
|
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\ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0
|
|
= float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
|
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\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
|
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\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
|
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\ #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
|
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+ 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
|
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\ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld,
|
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v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n
|
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\ 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
|
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\ 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
|
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_CameraNormalsTexture;\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4
|
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unity_Ambient;\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
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{\n UNITY_SETUP_INSTANCE_ID(IN);\n // prepare and unpack data\n Input
|
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surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x
|
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|
|
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
|
|
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
|
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UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput
|
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o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n
|
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\ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n
|
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\ // call surface function\n surf (surfIN, o);\n half4 light = tex2Dproj
|
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(_LightBuffer, UNITY_PROJ_COORD(IN.screen));\n#if defined (SHADER_API_MOBILE)\n
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\ light = max(light, half4(0.001, 0.001, 0.001, 0.001));\n#endif\n#ifndef
|
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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"
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|
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|
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|
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|
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|
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|
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- UNITY_HDR_ON
|
|
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|
|
- DIRLIGHTMAP_SEPARATE
|
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|
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- UNITY_HDR_ON
|
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m_VariantsBuiltin1:
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|
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|
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|
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- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
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|
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|
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|
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|
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- - LIGHTMAP_OFF
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m_Target: 1
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m_TargetVariants4: []
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m_TargetVariants5: []
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m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
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m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE
|
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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
|
|
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|
|
= 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"
|
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m_AssetPath: Assets/DefaultResourcesExtra
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m_PlatformMask: 4294958079
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m_HardwareTierVariantsMask: 0
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m_TypesMask: 3
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m_IncludesHash:
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serializedVersion: 2
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Hash: 4e213bc02b38190ad91b297cec9a67e8
|
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m_IsGLSL: 0
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m_VariantsUser0: []
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m_VariantsUser1: []
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m_VariantsUser2: []
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m_VariantsUser3: []
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m_VariantsUser4: []
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m_VariantsUser5: []
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m_VariantsBuiltin0:
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|
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- DIRLIGHTMAP_OFF
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- DYNAMICLIGHTMAP_OFF
|
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- HDR_LIGHT_PREPASS_OFF
|
|
- - LIGHTMAP_OFF
|
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- DIRLIGHTMAP_OFF
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|
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- DYNAMICLIGHTMAP_OFF
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|
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- DIRLIGHTMAP_OFF
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LIGHTMAP_ON UNITY_HDR_ON
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369209:
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m_Code: "#line 163 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
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compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
|
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skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#pragma skip_variants INSTANCING_ON\n#include
|
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\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
|
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shader code generated based on:\n// writes to per-pixel normal: no\n// writes
|
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to emission: no\n// writes to occlusion: no\n// needs world space reflection
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vector: no\n// needs world space normal vector: no\n// needs screen space
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position: no\n// needs world space position: no\n// needs view direction:
|
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no\n// needs world space view direction: no\n// needs world space position
|
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for lighting: YES\n// needs world space view direction for lighting: no\n//
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needs world space view direction for lightmaps: no\n// needs vertex color:
|
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no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
|
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no\n// reads from normal: no\n// 1 texcoords actually used\n// float2
|
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_MainTex\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include
|
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\"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal)
|
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data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original
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surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line
|
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8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma
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surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input
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{\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput
|
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o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo
|
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= c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n//
|
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vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
|
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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
|
|
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|
|
= _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,
|
|
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|
|
\ return UnityMetaFragment(metaIN);\n}\n\n"
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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
|
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(half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (1-arg1)*arg1*arg2
|
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+ arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4
|
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unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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(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
|
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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
|
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half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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(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
|
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half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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(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
|
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half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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(arg2 < 1-arg1)? half(0):half(1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4
|
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unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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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
|
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half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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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
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vert (appdata_full v) \n\t\t\t{\n\t\t\t\tv2f o = (v2f)0;\n\t\t\t\to.pos
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= mul (UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t\t\treturn
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o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : COLOR\n\t\t\t{\n\t\t\t\tfloat4
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Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform,
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CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
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(Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\t\treturn
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{\n\tProperties {\n\t\t[NonModifiableTextureData] Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform(\"Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform\",
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vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\n\t\t\tsampler2D
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Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\t\tstruct
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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
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half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
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min(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_mul_half
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(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
|
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half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn
|
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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
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(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
|
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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
|
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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
|
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(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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
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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)
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\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
|
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= 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
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CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
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(Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\t\treturn
|
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CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback
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One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD
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200\n\t\t\n\t\tCGPROGRAM\n\t\t#pragma target 3.0\n\t\t#pragma surface surf Standard
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(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
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arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4
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half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
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arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half
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(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
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half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
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1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half
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(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
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half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
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arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4
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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
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half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
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(1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline
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half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
|
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(arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline
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half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
|
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(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
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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
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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
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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
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|
(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
|
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half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
|
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Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4
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CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half
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