402 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			402 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | // Made with Amplify Shader Editor | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "ASE_Base_OutLine" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		_Color("Color", Color) = (1,1,1,1) | ||
|  | 		_Texture("Texture", 2D) = "white" {} | ||
|  | 		_ShaowColorolor("ShaowColorolor", Color) = (0.5711552,0.6109352,0.8018868,1) | ||
|  | 		_Boundry("Boundry", Range( 0 , 1)) = 0.5 | ||
|  | 		_Smooth("Smooth", Range( 0 , 1)) = 0.5 | ||
|  | 		_HLColor("HLColor", Color) = (0,0,0,1) | ||
|  | 		_HLBoundry("HLBoundry", Range( 0 , 1)) = 0.2 | ||
|  | 		_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.2 | ||
|  | 		[HDR]_FreColor("FreColor", Color) = (0,0,0,1) | ||
|  | 		_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399 | ||
|  | 		_FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588 | ||
|  | 		_EmissionColor("EmissionColor", Color) = (0,0,0,0) | ||
|  | 		_EmissionTex("EmissionTex", 2D) = "white" {} | ||
|  | 		_OutLineColor("OutLine Color", Color) = (0.422491,0.383544,0.4811321,1) | ||
|  | 		_OutLineWidth("OutLine Width", Range( 0 , 0.15)) = 0.03 | ||
|  | 		[Toggle]_OutLineType("OutLine Type", Float) = 0 | ||
|  | 		_OutLineMAX("OutLine MAX", Float) = 1 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ } | ||
|  | 		Cull Front | ||
|  | 		CGPROGRAM | ||
|  | 		#pragma target 3.0 | ||
|  | 		#pragma surface outlineSurf Outline nofog  keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc  | ||
|  | 		 | ||
|  | 		void outlineVertexDataFunc( inout appdata_full v, out Input o ) | ||
|  | 		{ | ||
|  | 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
|  | 			float3 ase_vertexNormal = v.normal.xyz; | ||
|  | 			float3 ase_vertex3Pos = v.vertex.xyz; | ||
|  | 			float4 unityObjectToClipPos42 = UnityObjectToClipPos( ase_vertex3Pos ); | ||
|  | 			float3 outlineVar = ( _OutLineWidth * ase_vertexNormal * (( _OutLineType )?( min( unityObjectToClipPos42.w , _OutLineMAX ) ):( 1.0 )) ); | ||
|  | 			v.vertex.xyz += outlineVar; | ||
|  | 		} | ||
|  | 		inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } | ||
|  | 		void outlineSurf( Input i, inout SurfaceOutput o ) | ||
|  | 		{ | ||
|  | 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; | ||
|  | 			float temp_output_54_0 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld | ||
|  | 			float3 ase_worldlightDir = 0; | ||
|  | 			#else //aseld | ||
|  | 			float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | ||
|  | 			#endif //aseld | ||
|  | 			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | ||
|  | 			float dotResult3 = dot( ase_worldlightDir , ase_worldNormal ); | ||
|  | 			float smoothstepResult59 = smoothstep( ( temp_output_54_0 - _Smooth ) , ( temp_output_54_0 + _Smooth ) , dotResult3); | ||
|  | 			float4 lerpResult62 = lerp( _ShaowColorolor , float4( 1,1,1,0 ) , ( 1 * smoothstepResult59 )); | ||
|  | 			float temp_output_24_0 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); | ||
|  | 			float smoothstepResult27 = smoothstep( ( temp_output_24_0 - _HLSmooth ) , ( temp_output_24_0 + _HLSmooth ) , dotResult3); | ||
|  | 			float4 lerpResult21 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult27); | ||
|  | 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw; | ||
|  | 			float4 temp_output_31_0 = ( ( tex2D( _Texture, uv_Texture ) * _Color * lerpResult62 ) + lerpResult21 + ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ) ); | ||
|  | 			o.Emission = ( temp_output_31_0 * _OutLineColor ).rgb; | ||
|  | 			o.Normal = float3(0,0,-1); | ||
|  | 		} | ||
|  | 		ENDCG | ||
|  | 		 | ||
|  | 
 | ||
|  | 		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" } | ||
|  | 		Cull Back | ||
|  | 		CGINCLUDE | ||
|  | 		#include "UnityPBSLighting.cginc" | ||
|  | 		#include "UnityCG.cginc" | ||
|  | 		#include "Lighting.cginc" | ||
|  | 		#pragma target 4.6 | ||
|  | 		#ifdef UNITY_PASS_SHADOWCASTER | ||
|  | 			#undef INTERNAL_DATA | ||
|  | 			#undef WorldReflectionVector | ||
|  | 			#undef WorldNormalVector | ||
|  | 			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; | ||
|  | 			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) | ||
|  | 			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) | ||
|  | 		#endif | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float2 uv_texcoord; | ||
|  | 			float3 worldPos; | ||
|  | 			float3 worldNormal; | ||
|  | 			INTERNAL_DATA | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		struct SurfaceOutputCustomLightingCustom | ||
|  | 		{ | ||
|  | 			half3 Albedo; | ||
|  | 			half3 Normal; | ||
|  | 			half3 Emission; | ||
|  | 			half Metallic; | ||
|  | 			half Smoothness; | ||
|  | 			half Occlusion; | ||
|  | 			half Alpha; | ||
|  | 			Input SurfInput; | ||
|  | 			UnityGIInput GIData; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform sampler2D _Texture; | ||
|  | 		uniform float4 _Texture_ST; | ||
|  | 		uniform float4 _Color; | ||
|  | 		uniform float4 _ShaowColorolor; | ||
|  | 		uniform float _Boundry; | ||
|  | 		uniform float _Smooth; | ||
|  | 		uniform float4 _HLColor; | ||
|  | 		uniform float _HLBoundry; | ||
|  | 		uniform float _HLSmooth; | ||
|  | 		uniform sampler2D _EmissionTex; | ||
|  | 		uniform float4 _EmissionTex_ST; | ||
|  | 		uniform float4 _EmissionColor; | ||
|  | 		uniform float _FreBoundry; | ||
|  | 		uniform float _FreSmooth; | ||
|  | 		uniform float4 _FreColor; | ||
|  | 		uniform float4 _OutLineColor; | ||
|  | 		uniform float _OutLineWidth; | ||
|  | 		uniform float _OutLineType; | ||
|  | 		uniform float _OutLineMAX; | ||
|  | 
 | ||
|  | 		void vertexDataFunc( inout appdata_full v, out Input o ) | ||
|  | 		{ | ||
|  | 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
|  | 			v.vertex.xyz += 0; | ||
|  | 			v.vertex.w = 1; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) | ||
|  | 		{ | ||
|  | 			UnityGIInput data = s.GIData; | ||
|  | 			Input i = s.SurfInput; | ||
|  | 			half4 c = 0; | ||
|  | 			#ifdef UNITY_PASS_FORWARDBASE | ||
|  | 			float ase_lightAtten = data.atten; | ||
|  | 			if( _LightColor0.a == 0) | ||
|  | 			ase_lightAtten = 0; | ||
|  | 			#else | ||
|  | 			float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); | ||
|  | 			float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); | ||
|  | 			#endif | ||
|  | 			#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) | ||
|  | 			half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); | ||
|  | 			float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); | ||
|  | 			float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); | ||
|  | 			ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); | ||
|  | 			#endif | ||
|  | 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; | ||
|  | 			float temp_output_54_0 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld | ||
|  | 			float3 ase_worldlightDir = 0; | ||
|  | 			#else //aseld | ||
|  | 			float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | ||
|  | 			#endif //aseld | ||
|  | 			float3 ase_worldNormal = i.worldNormal; | ||
|  | 			float dotResult3 = dot( ase_worldlightDir , ase_worldNormal ); | ||
|  | 			float smoothstepResult59 = smoothstep( ( temp_output_54_0 - _Smooth ) , ( temp_output_54_0 + _Smooth ) , dotResult3); | ||
|  | 			float4 lerpResult62 = lerp( _ShaowColorolor , float4( 1,1,1,0 ) , ( ase_lightAtten * smoothstepResult59 )); | ||
|  | 			float temp_output_24_0 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); | ||
|  | 			float smoothstepResult27 = smoothstep( ( temp_output_24_0 - _HLSmooth ) , ( temp_output_24_0 + _HLSmooth ) , dotResult3); | ||
|  | 			float4 lerpResult21 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult27); | ||
|  | 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw; | ||
|  | 			float4 temp_output_31_0 = ( ( tex2D( _Texture, uv_Texture ) * _Color * lerpResult62 ) + lerpResult21 + ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ) ); | ||
|  | 			float temp_output_73_0 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) ); | ||
|  | 			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); | ||
|  | 			float fresnelNdotV77 = dot( ase_worldNormal, ase_worldViewDir ); | ||
|  | 			float fresnelNode77 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV77, 1.0 ) ); | ||
|  | 			float smoothstepResult79 = smoothstep( ( temp_output_73_0 - _FreSmooth ) , ( temp_output_73_0 + _FreSmooth ) , fresnelNode77); | ||
|  | 			c.rgb = ( temp_output_31_0 + ( smoothstepResult79 * _FreColor * _FreColor.a ) ).rgb; | ||
|  | 			c.a = 1; | ||
|  | 			return c; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) | ||
|  | 		{ | ||
|  | 			s.GIData = data; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) | ||
|  | 		{ | ||
|  | 			o.SurfInput = i; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		CGPROGRAM | ||
|  | 		#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap  nodirlightmap noforwardadd vertex:vertexDataFunc  | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			Name "ShadowCaster" | ||
|  | 			Tags{ "LightMode" = "ShadowCaster" } | ||
|  | 			ZWrite On | ||
|  | 			CGPROGRAM | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 			#pragma target 4.6 | ||
|  | 			#pragma multi_compile_shadowcaster | ||
|  | 			#pragma multi_compile UNITY_PASS_SHADOWCASTER | ||
|  | 			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 | ||
|  | 			#include "HLSLSupport.cginc" | ||
|  | 			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) | ||
|  | 				#define CAN_SKIP_VPOS | ||
|  | 			#endif | ||
|  | 			#include "UnityCG.cginc" | ||
|  | 			#include "Lighting.cginc" | ||
|  | 			#include "UnityPBSLighting.cginc" | ||
|  | 			struct v2f | ||
|  | 			{ | ||
|  | 				V2F_SHADOW_CASTER; | ||
|  | 				float2 customPack1 : TEXCOORD1; | ||
|  | 				float4 tSpace0 : TEXCOORD2; | ||
|  | 				float4 tSpace1 : TEXCOORD3; | ||
|  | 				float4 tSpace2 : TEXCOORD4; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 			v2f vert( appdata_full v ) | ||
|  | 			{ | ||
|  | 				v2f o; | ||
|  | 				UNITY_SETUP_INSTANCE_ID( v ); | ||
|  | 				UNITY_INITIALIZE_OUTPUT( v2f, o ); | ||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID( v, o ); | ||
|  | 				Input customInputData; | ||
|  | 				vertexDataFunc( v, customInputData ); | ||
|  | 				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | ||
|  | 				half3 worldNormal = UnityObjectToWorldNormal( v.normal ); | ||
|  | 				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); | ||
|  | 				half tangentSign = v.tangent.w * unity_WorldTransformParams.w; | ||
|  | 				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; | ||
|  | 				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); | ||
|  | 				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); | ||
|  | 				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); | ||
|  | 				o.customPack1.xy = customInputData.uv_texcoord; | ||
|  | 				o.customPack1.xy = v.texcoord; | ||
|  | 				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 			half4 frag( v2f IN | ||
|  | 			#if !defined( CAN_SKIP_VPOS ) | ||
|  | 			, UNITY_VPOS_TYPE vpos : VPOS | ||
|  | 			#endif | ||
|  | 			) : SV_Target | ||
|  | 			{ | ||
|  | 				UNITY_SETUP_INSTANCE_ID( IN ); | ||
|  | 				Input surfIN; | ||
|  | 				UNITY_INITIALIZE_OUTPUT( Input, surfIN ); | ||
|  | 				surfIN.uv_texcoord = IN.customPack1.xy; | ||
|  | 				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | ||
|  | 				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | ||
|  | 				surfIN.worldPos = worldPos; | ||
|  | 				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); | ||
|  | 				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; | ||
|  | 				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; | ||
|  | 				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; | ||
|  | 				SurfaceOutputCustomLightingCustom o; | ||
|  | 				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) | ||
|  | 				surf( surfIN, o ); | ||
|  | 				#if defined( CAN_SKIP_VPOS ) | ||
|  | 				float2 vpos = IN.pos; | ||
|  | 				#endif | ||
|  | 				SHADOW_CASTER_FRAGMENT( IN ) | ||
|  | 			} | ||
|  | 			ENDCG | ||
|  | 		} | ||
|  | 	} | ||
|  | 	Fallback "Diffuse" | ||
|  | 	CustomEditor "ASEMaterialInspector" | ||
|  | } | ||
|  | /*ASEBEGIN | ||
|  | Version=18935 | ||
|  | 0;23;1680;1006;4883.815;2916.303;4.435371;True;False | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;52;-2382.884,-25.40955;Inherit;False;1307.155;489.8301;;10;62;61;60;59;58;57;56;55;54;53;暗面颜色;1,1,1,1;0;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;53;-2331.373,219.6745;Inherit;False;Property;_Boundry;Boundry;3;0;Create;True;0;0;0;False;0;False;0.5;0.59;0;1;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.TFHCRemapNode;54;-2029.063,224.2787;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;4;-3127.512,153.6649;Inherit;False;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 | ||
|  | Node;AmplifyShaderEditor.WorldNormalVector;5;-3112.226,298.5156;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;55;-2335.097,362.8295;Inherit;False;Property;_Smooth;Smooth;4;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;29;-2405.569,543.4531;Inherit;False;1357.935;485.3673;;8;22;24;25;26;23;28;21;27;高光颜色;1,1,1,1;0;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;25;-2367.857,731.3438;Inherit;False;Property;_HLBoundry;HLBoundry;6;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleAddOpNode;57;-1807.369,351.2235;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.DotProductOpNode;3;-2849.644,243.4528;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleSubtractOpNode;56;-1818.369,224.2237;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.LightAttenuation;58;-1896.95,22.85854;Inherit;True;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.TFHCRemapNode;24;-2069.54,741.1089;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SmoothstepOpNode;59;-1648.453,229.3747;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.CommentaryNode;68;-2401.357,-1190.784;Inherit;False;1371.999;687.4324;;12;80;79;78;77;76;75;74;73;72;71;70;69;菲涅尔;1,1,1,1;0;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;26;-2371.581,879.7299;Inherit;False;Property;_HLSmooth;HLSmooth;7;0;Create;True;0;0;0;False;0;False;0.2;0.6;0;1;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleSubtractOpNode;22;-1858.844,742.1176;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;60;-1373.204,25.41719;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 | ||
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|  | ASEEND*/ | ||
|  | //CHKSM=3BC162495A12EE4B3F40C897BA19479F149B49E8 |