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m_ShaderIsBaked: 0
m_DefaultTextures: {}
m_CompileInfo:
m_Snippets:
18419:
serializedVersion: 2
m_Code: "#line 39 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma
multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: YES\n// writes to
occlusion: YES\n// needs world space reflection vector: no\n// needs world
space normal vector: YES\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: YES\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: YES\n// needs world space view
direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE:
no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from
normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include
\"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#line
29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma
surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma
debug\r\n\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_multiply_half (half4 arg1,
half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\tinline
half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_add_half (half4 arg1, half4
arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\r\n\t\tsampler2D
Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct
Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3
worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid
vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0
= v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection
= IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4
Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform,
uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D
(Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf
V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t//
Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4
SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf
V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform,
uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output
= unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform,
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform
= 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output
= pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4
MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half
(PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4
AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4
MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half
(MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1
= MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform
= 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform
= half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for
node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1
= V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4
SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf
V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection,
worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output
= unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform,
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output
= pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4
MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half
(PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output
= unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1,
SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25
= tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo
= Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission
= AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion
= Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\n\t\t\n\n//
vertex-to-fragment interpolation data\n// no lightmaps:\n#ifndef LIGHTMAP_ON\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4;
// SH\n #endif\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n #if SHADER_TARGET
>= 30\n float4 lmap : TEXCOORD7;\n #endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n
\ UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\n// with lightmaps:\n#ifdef LIGHTMAP_ON\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n float4 lmap : TEXCOORD4;\n SHADOW_COORDS(5)\n
\ UNITY_FOG_COORDS(6)\n UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\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
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x,
worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y,
worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z,
worldBinormal.z, worldNormal.z, worldPos.z);\n #ifdef DYNAMICLIGHTMAP_ON\n
\ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n
\ #endif\n #ifdef LIGHTMAP_ON\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy
+ unity_LightmapST.zw;\n #endif\n\n // SH/ambient and vertex lights\n
\ #ifndef LIGHTMAP_ON\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_ON\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.color.x = 1.0;\n surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x
= 1.0;\n surfIN.worldNormal.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n
\ float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n surfIN.worldNormal.x
= IN.tSpace0.z;\n surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z
= IN.tSpace2.z;\n surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1
= IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir
= worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o
= (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n
\ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n
\ UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n\n
\ // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n
\ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n
\ #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput
giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light
= gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING
|| UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingStandard_GI(o, giInput,
gi);\n\n // realtime lighting: call lighting function\n c += LightingStandard
(o, worldViewDir, gi);\n c.rgb += o.Emission;\n UNITY_APPLY_FOG(IN.fogCoord,
c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n"
m_AssetPath: Assets
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_StartLine: 41
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 21ccb335112070d6ecb2fbc3793b3f7c
m_FromOther: 0
m_Language: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
- - DIRECTIONAL
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- SHADOWS_SCREEN
- - DIRECTIONAL
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- SHADOWS_SCREEN
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- - DIRECTIONAL
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DYNAMICLIGHTMAP_ON
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- VERTEXLIGHT_ON
- - DIRECTIONAL
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
- - DIRECTIONAL
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- VERTEXLIGHT_ON
m_VariantsBuiltin1:
- - DIRECTIONAL
- - DIRECTIONAL
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- - DIRECTIONAL
- LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- - DIRECTIONAL
- SHADOWS_SCREEN
- - DIRECTIONAL
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m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 49
m_KeywordTargetInfo: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_ON
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19145:
serializedVersion: 2
m_Code: "#line 84 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 84
\"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\n#pragma vertex vert\n#pragma fragment
frag\n#pragma target 2.0\n#pragma multi_compile_shadowcaster\n#include \"UnityCG.cginc\"\n\nstruct
v2f { \n\tV2F_SHADOW_CASTER;\n\tUNITY_VERTEX_OUTPUT_STEREO\n};\n\nv2f vert(
appdata_base v )\n{\n\tv2f o;\n\tUNITY_SETUP_INSTANCE_ID(v);\n\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\tTRANSFER_SHADOW_CASTER_NORMALOFFSET(o)\n\treturn
o;\n}\n\nfloat4 frag( v2f i ) : SV_Target\n{\n\tSHADOW_CASTER_FRAGMENT(i)\n}\n"
m_AssetPath: Assets/DefaultResourcesExtra
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m_StartLine: 86
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m_IncludesHash:
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m_VariantsUser1: []
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m_VariantsUser5: []
m_VariantsBuiltin0:
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- - SHADOWS_CUBE
m_VariantsBuiltin1:
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- - SHADOWS_CUBE
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 1
m_KeywordTargetInfo:
- keywordName: SHADOWS_SOFT
requirements: 243
- keywordName: DIRLIGHTMAP_COMBINED
requirements: 243
- keywordName: DIRLIGHTMAP_SEPARATE
requirements: 243
- keywordName: DYNAMICLIGHTMAP_ON
requirements: 243
- keywordName: SHADOWS_SCREEN
requirements: 243
- keywordName: INSTANCING_ON
requirements: 2048
- keywordName: PROCEDURAL_INSTANCING_ON
requirements: 16384
m_NonStrippedUserKeywords:
m_BuiltinKeywords: SHADOWS_CUBE SHADOWS_DEPTH
41054:
serializedVersion: 2
m_Code: "#line 18 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: no\n// needs world space view direction
for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes
tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n//
1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDBASE\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define
INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define
WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#line
8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\n//#pragma surface surf Lambert\n\nsampler2D
_MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid
surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex)
* _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment
interpolation data\n// no lightmaps:\n#ifndef LIGHTMAP_ON\nstruct v2f_surf
{\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n
\ half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n #if
UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n UNITY_SHADOW_COORDS(4)\n
\ UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n
\ #endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\n//
with lightmaps:\n#ifdef LIGHTMAP_ON\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 UNITY_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_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\n};\n#endif\nfloat4
_MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n
\ UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ UNITY_TRANSFER_INSTANCE_ID(v,o);\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n
\ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord,
_MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n
\ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if defined(LIGHTMAP_ON)
&& 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_ON) && 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 #ifdef
DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n #endif\n #ifdef LIGHTMAP_ON\n o.lmap.xy
= v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n
\ // SH/ambient and vertex lights\n #ifndef LIGHTMAP_ON\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_ON\n\n
\ UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy); // pass shadow coordinates to
pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to
pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf
IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n // prepare and unpack
data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x
= 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput
o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n
\ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n
\ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n
\ // call surface function\n surf (surfIN, o);\n\n // compute lighting
& shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4
c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n // Call GI (lightmaps/SH/reflections)
lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput,
giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n
\ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n
\ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n
\ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n
\ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n
\ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n #if defined(UNITY_SPECCUBE_BLENDING)
|| defined(UNITY_SPECCUBE_BOX_PROJECTION)\n giInput.boxMin[0] = unity_SpecCube0_BoxMin;
// .w holds lerp value for blending\n #endif\n #ifdef UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingLambert_GI(o, giInput,
gi);\n\n // realtime lighting: call lighting function\n c += LightingLambert
(o, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n
\ return c;\n}\n\n"
m_AssetPath: Assets/DefaultResourcesExtra
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_StartLine: 20
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5622fd860d6861c4e4dfbb190f2eb8b2
m_FromOther: 1
m_Language: 0
m_VariantsUser0:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser1:
- - __
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0:
- - DIRECTIONAL
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- - DIRECTIONAL
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- SHADOWS_SCREEN
- SHADOWS_SHADOWMASK
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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- - DIRECTIONAL
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m_VariantsBuiltin1:
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- - DIRECTIONAL
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- DYNAMICLIGHTMAP_ON
- SHADOWS_SCREEN
- SHADOWS_SHADOWMASK
- LIGHTMAP_SHADOW_MIXING
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 49
m_KeywordTargetInfo:
- keywordName: SHADOWS_SOFT
requirements: 243
- keywordName: DIRLIGHTMAP_COMBINED
requirements: 243
- keywordName: DIRLIGHTMAP_SEPARATE
requirements: 243
- keywordName: DYNAMICLIGHTMAP_ON
requirements: 243
- keywordName: SHADOWS_SCREEN
requirements: 243
- keywordName: INSTANCING_ON
requirements: 2048
- keywordName: PROCEDURAL_INSTANCING_ON
requirements: 16384
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_ON
LIGHTMAP_SHADOW_MIXING SHADOWS_SCREEN SHADOWS_SHADOWMASK VERTEXLIGHT_ON
78978:
serializedVersion: 2
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 distSqr = max(distSqr, 0.000001);
// don't produce NaNs if some vertex position overlaps with the light\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
\ UNITY_VERTEX_INPUT_INSTANCE_ID\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 UNITY_VERTEX_OUTPUT_STEREO\n};\n\n//
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_StartLine: 1
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_FromOther: 1
m_Language: 0
m_VariantsUser0:
- - _
- FOG_LINEAR
- FOG_EXP
- FOG_EXP2
- - _
- POINT
- SPOT
m_VariantsUser1:
- - _
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- SPOT
m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
m_VariantsUser5: []
m_VariantsBuiltin0: []
m_VariantsBuiltin1: []
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m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 1
m_KeywordTargetInfo: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT
m_BuiltinKeywords:
87594:
serializedVersion: 2
m_Code: "#line 313 \"\"\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: YES\n// writes to
emission: YES\n// writes to occlusion: YES\n// needs world space reflection
vector: no\n// needs world space normal vector: no\n// needs screen space
position: no\n// needs world space position: no\n// needs view direction:
no\n// needs world space view direction: no\n// needs world space position
for lighting: YES\n// needs world space view direction for lighting: YES\n//
needs world space view direction for lightmaps: no\n// needs vertex color:
no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader:
YES\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include
\"AutoLight.cginc\"\n\n#define INTERNAL_DATA half3 internalSurfaceTtoW0;
half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal)
reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#line
29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma
surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma
debug\r\n\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_multiply_half (half4 arg1,
half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\tinline
half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_add_half (half4 arg1, half4
arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\r\n\t\tsampler2D
Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct
Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3
worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid
vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0
= v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection
= IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4
Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform,
uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D
(Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf
V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t//
Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4
SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf
V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform,
uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output
= unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform,
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform
= 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output
= pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4
MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half
(PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4
AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4
MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half
(MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1
= MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform
= 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform
= half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for
node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1
= V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4
SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf
V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection,
worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output
= unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform,
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output
= pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4
MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half
(PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output
= unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1,
SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25
= tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo
= Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission
= AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion
= Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n fixed3 tSpace0 : TEXCOORD0;\n fixed3 tSpace1 : TEXCOORD1;\n
\ fixed3 tSpace2 : TEXCOORD2;\n float3 worldPos : TEXCOORD3;\n half4 custompack0
: TEXCOORD4; // meshUV0\n SHADOW_COORDS(5)\n UNITY_FOG_COORDS(6)\n};\n\n//
vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n
\ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw
= customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n
\ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal
= UnityObjectToWorldNormal(v.normal);\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n
\ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3
worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0
= fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);\n o.tSpace1 =
fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);\n o.tSpace2 = fixed3(worldTangent.z,
worldBinormal.z, worldNormal.z);\n o.worldPos = worldPos;\n\n TRANSFER_SHADOW(o);
// pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4
frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x = 1.0;\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.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\n //
call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten,
IN, worldPos)\n fixed4 c = 0;\n fixed3 worldN;\n worldN.x = dot(IN.tSpace0.xyz,
o.Normal);\n worldN.y = dot(IN.tSpace1.xyz, o.Normal);\n worldN.z = dot(IN.tSpace2.xyz,
o.Normal);\n o.Normal = worldN;\n\n // Setup lighting environment\n UnityGI
gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n
\ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color
= _LightColor0.rgb;\n gi.light.dir = lightDir;\n #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: Assets
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_StartLine: 315
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 21ccb335112070d6ecb2fbc3793b3f7c
m_FromOther: 0
m_Language: 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_BaseRequirements: 49
m_KeywordTargetInfo: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
117043:
serializedVersion: 2
m_Code: "#line 205 \"\"\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\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 UNITY_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 UNITY_TRANSFER_SHADOW(o,v.texcoord1.xy);
// 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 gi.light.color = _LightColor0.rgb;\n gi.light.dir
= lightDir;\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_StartLine: 207
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 5622fd860d6861c4e4dfbb190f2eb8b2
m_FromOther: 1
m_Language: 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_BaseRequirements: 49
m_KeywordTargetInfo:
- keywordName: SHADOWS_SOFT
requirements: 243
- keywordName: DIRLIGHTMAP_COMBINED
requirements: 243
- keywordName: DIRLIGHTMAP_SEPARATE
requirements: 243
- keywordName: DYNAMICLIGHTMAP_ON
requirements: 243
- keywordName: SHADOWS_SCREEN
requirements: 243
- keywordName: INSTANCING_ON
requirements: 2048
- keywordName: PROCEDURAL_INSTANCING_ON
requirements: 16384
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT
153878:
serializedVersion: 2
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
\"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR)
|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 _MainTex_ST;\n\n//
vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3
uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n UNITY_VERTEX_INPUT_INSTANCE_ID\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 UNITY_VERTEX_OUTPUT_STEREO\n};\n\n//
vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n half4 color = half4(0,0,0,1.1);\n
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
viewDir = 0.0;\n o.color = saturate(color);\n // compute texture coordinates\n
\ o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1
= IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n
\ float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n
\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n
\ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D
_MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) :
SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture
#0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex
* _Color;\n // SetTexture #1\n tex = tex2D (_MainTex, IN.uv1.xy);\n col.rgb
= tex * col;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n // fog\n #if
USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n
\ return col;\n}\n\n// texenvs\n//! TexEnv0: 01010102 01010102 [unity_Lightmap]
[_Color] usesLightmapST\n//! TexEnv1: 02010100 01060004 [_MainTex] [ffffffff]\n"
m_AssetPath:
m_PlatformMask: 4294967295
m_HardwareTierVariantsMask: 0
m_StartLine: 1
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_FromOther: 1
m_Language: 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: []
m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 1
m_KeywordTargetInfo: []
m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR
m_BuiltinKeywords:
169603:
serializedVersion: 2
m_Code: "#line 223 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma
multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include
\"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface
shader code generated based on:\n// vertex modifier: 'vert'\n// writes to
per-pixel normal: YES\n// writes to emission: YES\n// writes to occlusion:
YES\n// needs world space reflection vector: no\n// needs world space normal
vector: YES\n// needs screen space position: no\n// needs world space position:
no\n// needs view direction: no\n// needs world space view direction: YES\n//
needs world space position for lighting: YES\n// needs world space view
direction for lighting: YES\n// needs world space view direction for lightmaps:
no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world
matrix to pixel shader: YES\n// reads from normal: no\n// 0 texcoords actually
used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include
\"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA
half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n#define
WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal),
dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n#define
WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal),
dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n\n//
Original surface shader snippet:\n#line 29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma
surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma
debug\r\n\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_multiply_half (half4 arg1,
half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\tinline
half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_add_half (half4 arg1, half4
arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\r\n\t\tsampler2D
Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct
Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3
worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid
vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0
= v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection
= IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4
Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform,
uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D
(Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf
V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t//
Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4
SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf
V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform,
uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output
= unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform,
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform
= 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output
= pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4
MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half
(PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4
AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4
MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half
(MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1
= MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform
= 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform
= half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for
node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1
= V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4
SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf
V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection,
worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output
= unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform,
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output
= pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4
MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half
(PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output
= unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1,
SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25
= tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo
= Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission
= AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion
= Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\n\t\t\n\n//
vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos :
SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n float4 tSpace1 : TEXCOORD1;\n
\ float4 tSpace2 : TEXCOORD2;\n half4 custompack0 : TEXCOORD3; // meshUV0\n#ifndef
DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD4;\n#endif\n float4 lmap : TEXCOORD5;\n#ifndef
LIGHTMAP_ON\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD6; //
SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos :
TEXCOORD6;\n #endif\n#endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\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
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x,
worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y,
worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z,
worldBinormal.z, worldNormal.z, worldPos.z);\n float3 viewDirForLight =
UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir.x
= dot(viewDirForLight, worldTangent);\n o.viewDir.y = dot(viewDirForLight,
worldBinormal);\n o.viewDir.z = dot(viewDirForLight, worldNormal);\n #endif\n#ifdef
DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\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.color.x = 1.0;\n
\ surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.x
= 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n surfIN.worldNormal.x = IN.tSpace0.z;\n
\ surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z = IN.tSpace2.z;\n
\ surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1
= IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir
= worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o
= (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n
\ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n fixed3
worldN;\n worldN.x = dot(IN.tSpace0.xyz, o.Normal);\n worldN.y = dot(IN.tSpace1.xyz,
o.Normal);\n worldN.z = dot(IN.tSpace2.xyz, o.Normal);\n o.Normal = worldN;\n
\ half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
= 0;\n gi.light.dir = half3(0,1,0);\n // Call GI (lightmaps/SH/reflections)
lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput,
giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n
\ giInput.worldViewDir = worldViewDir;\n giInput.atten = atten;\n #if
defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV
= IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n
\ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n
\ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1]
= unity_SpecCube1_HDR;\n #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for
blending\n #endif\n #if UNITY_SPECCUBE_BOX_PROJECTION\n giInput.boxMax[0]
= unity_SpecCube0_BoxMax;\n giInput.probePosition[0] = unity_SpecCube0_ProbePosition;\n
\ giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n giInput.boxMin[1] =
unity_SpecCube1_BoxMin;\n giInput.probePosition[1] = unity_SpecCube1_ProbePosition;\n
\ #endif\n 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: Assets
m_PlatformMask: 4294966271
m_HardwareTierVariantsMask: 0
m_StartLine: 225
m_TypesMask: 3
m_IncludesHash:
serializedVersion: 2
Hash: abb9b0c0050746c63787264dbe0176e5
m_FromOther: 0
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m_VariantsUser1: []
m_VariantsUser2: []
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m_VariantsBuiltin0:
- []
- - DYNAMICLIGHTMAP_ON
- - LIGHTMAP_ON
- - LIGHTMAP_ON
- DYNAMICLIGHTMAP_ON
- - DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- - LIGHTMAP_ON
- DIRLIGHTMAP_COMBINED
- DYNAMICLIGHTMAP_ON
- - DIRLIGHTMAP_SEPARATE
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- - LIGHTMAP_ON
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- - LIGHTMAP_ON
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- - UNITY_HDR_ON
- - DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
- UNITY_HDR_ON
- - LIGHTMAP_ON
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- UNITY_HDR_ON
- - DIRLIGHTMAP_COMBINED
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- - LIGHTMAP_ON
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- UNITY_HDR_ON
- - LIGHTMAP_ON
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- - DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
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- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
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m_VariantsBuiltin1:
- []
- - DYNAMICLIGHTMAP_ON
- - LIGHTMAP_ON
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- - DIRLIGHTMAP_COMBINED
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- - LIGHTMAP_ON
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- - LIGHTMAP_ON
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- DYNAMICLIGHTMAP_ON
- - DIRLIGHTMAP_SEPARATE
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- - LIGHTMAP_ON
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- UNITY_HDR_ON
- - LIGHTMAP_ON
- DIRLIGHTMAP_SEPARATE
- DYNAMICLIGHTMAP_ON
- UNITY_HDR_ON
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 49
m_KeywordTargetInfo: []
m_NonStrippedUserKeywords:
m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_ON
LIGHTMAP_ON UNITY_HDR_ON
186442:
serializedVersion: 2
m_Code: "#line 108 \"\"\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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\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_VERTEX_INPUT_INSTANCE_ID\n
\ UNITY_VERTEX_OUTPUT_STEREO\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 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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_StartLine: 110
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Hash: b2e589ab9bad6a7631df17266b47dfc0
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m_Language: 0
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m_VariantsUser2: []
m_VariantsUser3: []
m_VariantsUser4: []
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m_VariantsBuiltin1: []
m_VariantsBuiltin2: []
m_VariantsBuiltin3: []
m_VariantsBuiltin4: []
m_VariantsBuiltin5: []
m_BaseRequirements: 49
m_KeywordTargetInfo:
- keywordName: SHADOWS_SOFT
requirements: 243
- keywordName: DIRLIGHTMAP_COMBINED
requirements: 243
- keywordName: DIRLIGHTMAP_SEPARATE
requirements: 243
- keywordName: DYNAMICLIGHTMAP_ON
requirements: 243
- keywordName: SHADOWS_SCREEN
requirements: 243
- keywordName: INSTANCING_ON
requirements: 2048
- keywordName: PROCEDURAL_INSTANCING_ON
requirements: 16384
m_NonStrippedUserKeywords:
m_BuiltinKeywords:
201962:
serializedVersion: 2
m_Code: "#line 303 \"\"\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#pragma shader_feature
EDITOR_VISUALIZATION\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n//
Surface shader code generated based on:\n// vertex modifier: 'vert'\n//
writes to per-pixel normal: YES\n// writes to emission: YES\n// writes to
occlusion: YES\n// needs world space reflection vector: no\n// needs world
space normal vector: YES\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: YES\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: YES\n// needs world space view
direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE:
no\n// passes tangent-to-world matrix to pixel shader: YES\n// reads from
normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define
INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3
internalSurfaceTtoW2;\n#define WorldReflectionVector(data,normal) reflect
(data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal)))\n#define WorldNormalVector(data,normal)
fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal),
dot(data.internalSurfaceTtoW2,normal))\n\n// Original surface shader snippet:\n#line
29 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\r\n\t\t//#pragma target 3.0\r\n\t\t//#pragma
surface surf Standard vertex:vert\r\n\t\t//#pragma glsl\r\n\t\t//#pragma
debug\r\n\r\n\t\tinline half4 unity_subtract_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_multiply_half (half4 arg1,
half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\tinline
half unity_subtract_half (half arg1, half arg2)\r\n\t\t{\r\n\t\t\treturn
arg1 - arg2;\r\n\t\t}\r\n\t\tinline half4 unity_add_half (half4 arg1, half4
arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\r\n\t\tsampler2D
Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform;\r\n\t\tsampler2D Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform;\r\n\t\tsampler2D
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform;\r\n\t\tsampler2D Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform;\r\n\r\n\r\n\t\tstruct
Input \r\n\t\t{\r\n\t\t\tfloat4 color : COLOR;\r\n\t\t\thalf4 meshUV0;\r\n\t\t\tfloat3
worldViewDir;\r\n\t\t\tfloat3 worldNormal;\r\n\t\t\tINTERNAL_DATA\r\n\r\n\t\t};\r\n\r\n\t\tvoid
vert (inout appdata_full v, out Input o)\r\n\t\t{\r\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\r\n\t\t\to.meshUV0
= v.texcoord;\r\n\r\n\t\t}\r\n\t \r\n\t\tvoid surf (Input IN, inout SurfaceOutputStandard
o) \r\n\t\t{\r\n\t\t\thalf4 uv0 = IN.meshUV0;\r\n\t\t\tfloat3 worldSpaceViewDirection
= IN.worldViewDir;\r\n\t\t\tfloat3 worldSpaceNormal = normalize(IN.worldNormal);\r\n\t\t\thalf4
Texture_631f4909_24f0_4658_baba_c8c4572e0335 = tex2D (Texture_631f4909_24f0_4658_baba_c8c4572e0335_Uniform,
uv0.xy);\r\n\t\t\thalf4 Texture_66307d31_2630_4f44_96d4_23139633f2d7 = half4(UnpackNormal(tex2D
(Texture_66307d31_2630_4f44_96d4_23139633f2d7_Uniform, uv0.xy)), 0);\r\n\t\t\thalf
V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform = 0.76;\r\n\t\t\t//
Subgraph for node SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f\r\n\t\t\tfloat4
SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1 = 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1 = _SinTime;\r\n\t\t\t\tfloat4
SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2 = V1Node_f151e48d_ed62_4dac_a23c_af3d2da11fc4_Uniform;\r\n\t\t\t\thalf
V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform = 1;\r\n\t\t\t\thalf4
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25 = tex2D (Texture_0d5979cf_43f6_4006_823e_ee52074f8b25_Uniform,
uv0.xy);\r\n\t\t\t\thalf4 SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output
= unity_subtract_half (V1Node_376ca068_34bd_413c_9d72_35cbbee15e79_Uniform,
Texture_0d5979cf_43f6_4006_823e_ee52074f8b25);\r\n\t\t\t\thalf V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform
= 2.85;\r\n\t\t\t\thalf4 PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output
= pow (SubtractNode_3d53f521_87aa_4d50_9276_8081340f4b7d_Output, V1Node_9d0b8029_de3f_4d49_8e94_2543eb26e4f1_Uniform);\r\n\t\t\t\thalf4
MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output = unity_multiply_half
(PowerNode_7845b8d3_2f2e_4743_b9ee_62b372585037_Output, SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input1);\r\n\t\t\t\thalf4
AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output = abs (SubGraphInputs_be9ff4e1_caa8_4e27_afa3_cb97b096423e_Input2);\r\n\t\t\t\thalf4
MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output = unity_multiply_half
(MultiplyNode_992b43b5_7e46_4087_9dfa_2497303f2719_Output, AbsoluteNode_afe32aee_e0a2_4ade_b355_e4d57b3ce835_Output);\r\n\t\t\t\tSubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1
= MultiplyNode_f21b82ea_7ed5_428c_923b_5173eff2ba9a_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform
= 8;\r\n\t\t\thalf4 ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform
= half4 (0.05449827, 0.09659335, 0.9264706, 0);\r\n\t\t\t// Subgraph for
node SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13\r\n\t\t\tfloat4 SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= 0;\r\n\t\t\t{\r\n\t\t\t\tfloat4 SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1
= V1Node_3cff1441_893f_42dc_aaa9_4ce425d308b1_Uniform;\r\n\t\t\t\tfloat4
SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2 = ColorNode_56f88f67_3dc3_4baa_a316_d7df81e495f0_Uniform;\r\n\t\t\t\thalf
V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform = 1.03;\r\n\t\t\t\thalf
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output = dot (worldSpaceViewDirection,
worldSpaceNormal);\r\n\t\t\t\thalf SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output
= unity_subtract_half (V1Node_994fb20b_d1c3_4959_b17f_f5cf7b2b784f_Uniform,
DotNode_0c18bff0_75d7_49b2_9f0a_3b260a7f8080_Output);\r\n\t\t\t\thalf4 PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output
= pow (SubtractNode_b136494b_9339_420f_b1e3_6d0414421802_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input1);\r\n\t\t\t\thalf4
MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output = unity_multiply_half
(PowerNode_76df9552_ca24_4463_a5d3_776abb380d61_Output, SubGraphInputs_9c67defe_e02d_4c3f_aeff_501458f2a51e_Input2);\r\n\t\t\t\tSubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1
= MultiplyNode_b1020cb6_bd15_4c6c_9656_298973c15223_Output;\r\n\t\t\t}\r\n\t\t\t//
Subgraph ends\r\n\t\t\thalf4 AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output
= unity_add_half (SubGraph_a06f837c_0a84_41d7_862d_0c849e64595f_Output1,
SubGraph_57380e21_ab16_4f46_b629_e589a46b8d13_Output1);\r\n\t\t\thalf4 Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25
= tex2D (Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25_Uniform, uv0.xy);\r\n\t\t\to.Albedo
= Texture_631f4909_24f0_4658_baba_c8c4572e0335;\r\n\t\t\to.Normal = Texture_66307d31_2630_4f44_96d4_23139633f2d7;\r\n\t\t\to.Emission
= AddNode_5c951bbe_e2db_4d79_b6de_3d5cb7199c84_Output;\r\n\t\t\to.Occlusion
= Texture_6d741a9b_d9b1_444c_a1f5_2951615bfc25.a;\r\n\r\n\t\t}\r\n\t\t\n#include
\"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct
v2f_surf {\n float4 pos : SV_POSITION;\n float4 tSpace0 : TEXCOORD0;\n
\ float4 tSpace1 : TEXCOORD1;\n float4 tSpace2 : TEXCOORD2;\n half4 custompack0
: TEXCOORD3; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full
v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n Input customInputData;\n
\ vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n
\ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy,
unity_LightmapST, unity_DynamicLightmapST);\n float3 worldPos = mul(unity_ObjectToWorld,
v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign
= v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal =
cross(worldNormal, worldTangent) * tangentSign;\n o.tSpace0 = float4(worldTangent.x,
worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y,
worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z,
worldBinormal.z, worldNormal.z, worldPos.z);\n return o;\n}\n\n// fragment
shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack
data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.color.x
= 1.0;\n surfIN.meshUV0.x = 1.0;\n surfIN.worldViewDir.x = 1.0;\n surfIN.worldNormal.x
= 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = float3(IN.tSpace0.w,
IN.tSpace1.w, IN.tSpace2.w);\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3
lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3
lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir =
normalize(UnityWorldSpaceViewDir(worldPos));\n surfIN.worldNormal.x = IN.tSpace0.z;\n
\ surfIN.worldNormal.y = IN.tSpace1.z;\n surfIN.worldNormal.z = IN.tSpace2.z;\n
\ surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n surfIN.internalSurfaceTtoW1
= IN.tSpace1.xyz;\n surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n surfIN.worldViewDir
= worldViewDir;\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o
= (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n
\ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion
= 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface
function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput,
metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ return UnityMetaFragment(metaIN);\n}\n\n"
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m_Code: "#line 96 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//
compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma
multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include
\"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n//
writes to per-pixel normal: no\n// writes to emission: no\n// writes to
occlusion: no\n// needs world space reflection vector: no\n// needs world
space normal vector: no\n// needs screen space position: no\n// needs world
space position: no\n// needs view direction: no\n// needs world space view
direction: no\n// needs world space position for lighting: YES\n// needs
world space view direction for lighting: no\n// needs world space view direction
for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes
tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n//
1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define
WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal)
normal\n\n// Original surface shader snippet:\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\n//#pragma surface surf Lambert\n\nsampler2D
_MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid
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* _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment
interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2
pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n float4
screen : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n#ifndef LIGHTMAP_ON\n float3
vlight : TEXCOORD4;\n#else\n#ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos
: TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n #if defined(LIGHTMAP_ON)
&& defined(DIRLIGHTMAP_COMBINED)\n fixed3 tSpace0 : TEXCOORD6;\n fixed3
tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_VERTEX_INPUT_INSTANCE_ID\n
\ UNITY_VERTEX_OUTPUT_STEREO\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
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n o.pos = UnityObjectToClipPos(v.vertex);\n
\ o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos =
mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n
\ #if defined(LIGHTMAP_ON) && 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_ON) && defined(DIRLIGHTMAP_COMBINED)\n
\ o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n
\ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n
\ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n
\ #endif\n o.worldPos = worldPos;\n o.screen = ComputeScreenPos (o.pos);\n#ifdef
DYNAMICLIGHTMAP_ON\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy
+ unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\n
\ o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n
\ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld,
v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n
\ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n
\ #endif\n#else\n o.lmap.xy = 0;\n float3 worldN = UnityObjectToWorldNormal(v.normal);\n
\ o.vlight = ShadeSH9 (float4(worldN,1.0));\n#endif\n UNITY_TRANSFER_FOG(o,o.pos);
// pass fog coordinates to pixel shader\n return o;\n}\nsampler2D _LightBuffer;\nsampler2D
_CameraNormalsTexture;\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4
unity_Ambient;\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target
{\n UNITY_SETUP_INSTANCE_ID(IN);\n // prepare and unpack data\n Input
surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x
= 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n
\ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n
\ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef
UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput
o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n
\ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n
\ // call surface function\n surf (surfIN, o);\n half4 light = tex2Dproj
(_LightBuffer, UNITY_PROJ_COORD(IN.screen));\n#if defined (SHADER_API_MOBILE)\n
\ light = max(light, half4(0.001, 0.001, 0.001, 0.001));\n#endif\n#ifndef
UNITY_HDR_ON\n light = -log2(light);\n#endif\n #ifdef LIGHTMAP_ON\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
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UNITY_PROJ_COORD(IN.screen));\n half3 normal = nspec.rgb * 2 - 1;\n
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lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n half4 lm
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DYNAMICLIGHTMAP_ON\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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262140:
serializedVersion: 2
m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include
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vertex shader\nv2f vert (appdata IN) {\n v2f o;\n UNITY_SETUP_INSTANCE_ID(IN);\n
\ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n half4 color = half4(0,0,0,1.1);\n
\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3
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\ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D
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02010105 [unity_Lightmap] usesLightmapST\n//! TexEnv1: 01000102 01000102
[unity_Lightmap] [_Color]\n//! TexEnv2: 04010100 01060004 [_MainTex] [ffffffff]\n"
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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
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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:
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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
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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#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\n//#pragma surface surf Lambert\n\nsampler2D
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pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3
worldPos : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n#ifndef LIGHTMAP_ON\n
\ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD4; // SH\n #endif\n#else\n
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\ UNITY_VERTEX_INPUT_INSTANCE_ID\n UNITY_VERTEX_OUTPUT_STEREO\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 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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#ifdef DYNAMICLIGHTMAP_ON\n
\ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n
\ o.lmap.zw = 0;\n#endif\n#ifdef LIGHTMAP_ON\n o.lmap.xy = v.texcoord1.xy
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* (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
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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#if (UNITY_MAXMRT > 4)\n , out
half4 outShadowMask : SV_Target4\n#endif\n) {\n UNITY_SETUP_INSTANCE_ID(IN);\n
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\ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf
(surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n //
Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI,
gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color
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lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput,
giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n
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// .w holds lerp value for blending\n #endif\n #ifdef UNITY_SPECCUBE_BOX_PROJECTION\n
\ giInput.boxMax[0] = unity_SpecCube0_BoxMax;\n giInput.probePosition[0]
= unity_SpecCube0_ProbePosition;\n giInput.boxMax[1] = unity_SpecCube1_BoxMax;\n
\ giInput.boxMin[1] = unity_SpecCube1_BoxMin;\n giInput.probePosition[1]
= unity_SpecCube1_ProbePosition;\n #endif\n LightingLambert_GI(o, giInput,
gi);\n\n // call lighting function to output g-buffer\n outEmission =
LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);\n
\ #if (UNITY_MAXMRT > 4)\n outShadowMask = UnityGetRawLightMaskOrProbeOcclusions
(IN.lmap.xy, float3(0, 0, 0));\n #endif\n #ifndef UNITY_HDR_ON\n outEmission.rgb
= exp2(-outEmission.rgb);\n #endif\n}\n\n"
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m_Code: "#line 182 \"\"\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
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shader_feature EDITOR_VISUALIZATION\n#include \"HLSLSupport.cginc\"\n#include
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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
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tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n//
1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_META\n#include
\"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define
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normal\n\n// Original surface shader snippet:\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n/*
UNITY: Original start of shader */\n//#pragma surface surf Lambert\n\nsampler2D
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* _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n//
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SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos
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metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n
\ metaIN.SpecularColor = o.Specular;\n return UnityMetaFragment(metaIN);\n}\n\n"
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