299 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			299 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // Made with Amplify Shader Editor
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| // Available at the Unity Asset Store - http://u3d.as/y3X 
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| Shader "ASE_Base"
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| {
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| 	Properties
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| 	{
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| 		_Texture("Texture", 2D) = "white" {}
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| 		_Color("Color", Color) = (1,1,1,1)
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| 		_ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1)
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| 		_Boundry("Boundry", Range( 0 , 1)) = 0.5
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| 		_Smooth("Smooth", Range( 0 , 1)) = 0.5
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| 		_HLColor("HLColor", Color) = (0,0,0,1)
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| 		_HLBoundry("HLBoundry", Range( 0 , 1)) = 0.2
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| 		_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.2
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| 		[HDR]_FreColor("FreColor", Color) = (0,0,0,1)
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| 		_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399
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| 		_FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588
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| 		_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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| 		_EmissionTex("EmissionTex", 2D) = "white" {}
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| 		[HideInInspector] _texcoord( "", 2D ) = "white" {}
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| 		[HideInInspector] __dirty( "", Int ) = 1
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| 	}
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| 
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| 	SubShader
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| 	{
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| 		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
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| 		Cull Back
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| 		CGINCLUDE
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| 		#include "UnityPBSLighting.cginc"
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| 		#include "UnityCG.cginc"
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| 		#include "Lighting.cginc"
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| 		#pragma target 4.6
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| 		struct Input
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| 		{
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| 			float2 uv_texcoord;
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| 			float3 worldPos;
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| 			float3 worldNormal;
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| 		};
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| 
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| 		struct SurfaceOutputCustomLightingCustom
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| 		{
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| 			half3 Albedo;
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| 			half3 Normal;
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| 			half3 Emission;
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| 			half Metallic;
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| 			half Smoothness;
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| 			half Occlusion;
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| 			half Alpha;
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| 			Input SurfInput;
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| 			UnityGIInput GIData;
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| 		};
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| 
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| 		uniform sampler2D _Texture;
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| 		uniform float4 _Texture_ST;
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| 		uniform float4 _Color;
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| 		uniform float4 _ShaowColor;
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| 		uniform float _Boundry;
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| 		uniform float _Smooth;
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| 		uniform float4 _HLColor;
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| 		uniform float _HLBoundry;
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| 		uniform float _HLSmooth;
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| 		uniform sampler2D _EmissionTex;
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| 		uniform float4 _EmissionTex_ST;
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| 		uniform float4 _EmissionColor;
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| 		uniform float _FreBoundry;
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| 		uniform float _FreSmooth;
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| 		uniform float4 _FreColor;
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| 
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| 		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
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| 		{
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| 			UnityGIInput data = s.GIData;
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| 			Input i = s.SurfInput;
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| 			half4 c = 0;
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| 			#ifdef UNITY_PASS_FORWARDBASE
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| 			float ase_lightAtten = data.atten;
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| 			if( _LightColor0.a == 0)
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| 			ase_lightAtten = 0;
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| 			#else
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| 			float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
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| 			float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
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| 			#endif
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| 			#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
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| 			half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
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| 			float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
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| 			float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
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| 			ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
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| 			#endif
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| 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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| 			float temp_output_11_0 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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| 			float3 ase_worldPos = i.worldPos;
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| 			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
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| 			float3 ase_worldlightDir = 0;
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| 			#else //aseld
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| 			float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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| 			#endif //aseld
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| 			float3 ase_worldNormal = i.worldNormal;
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| 			float dotResult3 = dot( ase_worldlightDir , ase_worldNormal );
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| 			float smoothstepResult6 = smoothstep( ( temp_output_11_0 - _Smooth ) , ( temp_output_11_0 + _Smooth ) , dotResult3);
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| 			float4 lerpResult12 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( ase_lightAtten * smoothstepResult6 ));
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| 			float temp_output_24_0 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
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| 			float smoothstepResult27 = smoothstep( ( temp_output_24_0 - _HLSmooth ) , ( temp_output_24_0 + _HLSmooth ) , dotResult3);
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| 			float4 lerpResult21 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult27);
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| 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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| 			float temp_output_61_0 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) );
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| 			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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| 			float fresnelNdotV63 = dot( ase_worldNormal, ase_worldViewDir );
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| 			float fresnelNode63 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV63, 1.0 ) );
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| 			float smoothstepResult57 = smoothstep( ( temp_output_61_0 - _FreSmooth ) , ( temp_output_61_0 + _FreSmooth ) , fresnelNode63);
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| 			c.rgb = ( ( tex2D( _Texture, uv_Texture ) * _Color * lerpResult12 ) + lerpResult21 + ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ) + ( smoothstepResult57 * _FreColor * _FreColor.a ) ).rgb;
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| 			c.a = 1;
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| 			return c;
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| 		}
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| 
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| 		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
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| 		{
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| 			s.GIData = data;
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| 		}
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| 
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| 		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
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| 		{
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| 			o.SurfInput = i;
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| 		}
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| 
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| 		ENDCG
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| 		CGPROGRAM
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| 		#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap  nodirlightmap noforwardadd 
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| 
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| 		ENDCG
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| 		Pass
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| 		{
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| 			Name "ShadowCaster"
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| 			Tags{ "LightMode" = "ShadowCaster" }
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| 			ZWrite On
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| 			CGPROGRAM
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| 			#pragma vertex vert
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| 			#pragma fragment frag
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| 			#pragma target 4.6
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| 			#pragma multi_compile_shadowcaster
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| 			#pragma multi_compile UNITY_PASS_SHADOWCASTER
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| 			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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| 			#include "HLSLSupport.cginc"
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| 			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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| 				#define CAN_SKIP_VPOS
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| 			#endif
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| 			#include "UnityCG.cginc"
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| 			#include "Lighting.cginc"
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| 			#include "UnityPBSLighting.cginc"
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| 			struct v2f
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| 			{
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| 				V2F_SHADOW_CASTER;
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| 				float2 customPack1 : TEXCOORD1;
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| 				float3 worldPos : TEXCOORD2;
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| 				float3 worldNormal : TEXCOORD3;
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| 				UNITY_VERTEX_INPUT_INSTANCE_ID
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| 				UNITY_VERTEX_OUTPUT_STEREO
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| 			};
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| 			v2f vert( appdata_full v )
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| 			{
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| 				v2f o;
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| 				UNITY_SETUP_INSTANCE_ID( v );
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| 				UNITY_INITIALIZE_OUTPUT( v2f, o );
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| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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| 				UNITY_TRANSFER_INSTANCE_ID( v, o );
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| 				Input customInputData;
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| 				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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| 				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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| 				o.worldNormal = worldNormal;
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| 				o.customPack1.xy = customInputData.uv_texcoord;
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| 				o.customPack1.xy = v.texcoord;
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| 				o.worldPos = worldPos;
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| 				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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| 				return o;
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| 			}
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| 			half4 frag( v2f IN
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| 			#if !defined( CAN_SKIP_VPOS )
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| 			, UNITY_VPOS_TYPE vpos : VPOS
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| 			#endif
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| 			) : SV_Target
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| 			{
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| 				UNITY_SETUP_INSTANCE_ID( IN );
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| 				Input surfIN;
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| 				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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| 				surfIN.uv_texcoord = IN.customPack1.xy;
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| 				float3 worldPos = IN.worldPos;
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| 				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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| 				surfIN.worldPos = worldPos;
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| 				surfIN.worldNormal = IN.worldNormal;
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| 				SurfaceOutputCustomLightingCustom o;
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| 				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
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| 				surf( surfIN, o );
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| 				#if defined( CAN_SKIP_VPOS )
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| 				float2 vpos = IN.pos;
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| 				#endif
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| 				SHADOW_CASTER_FRAGMENT( IN )
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| 			}
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| 			ENDCG
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| 		}
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| 	}
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| 	Fallback "Diffuse"
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| 	CustomEditor "ASEMaterialInspector"
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| }
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| /*ASEBEGIN
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| Version=18935
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| 0;23;1680;1006;2187.127;858.7775;1;True;False
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| Node;AmplifyShaderEditor.CommentaryNode;30;-2377.125,-19.53829;Inherit;False;1307.155;489.8301;;10;9;10;11;8;7;6;16;12;50;49;暗面颜色;1,1,1,1;0;0
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| Node;AmplifyShaderEditor.RangedFloatNode;9;-2325.614,225.5459;Inherit;False;Property;_Boundry;Boundry;3;0;Create;True;0;0;0;False;0;False;0.5;0.3348311;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;65;-2376.298,-891.4084;Inherit;False;Property;_FreBoundry;FreBoundry;9;0;Create;True;0;0;0;False;0;False;0.3494399;0.43;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;10;-2329.338,368.7005;Inherit;False;Property;_Smooth;Smooth;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
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| 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
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| 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;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.OneMinusNode;61;-1869.831,-858.3264;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;66;-2355.759,-647.4057;Inherit;False;Property;_FreSmooth;FreSmooth;10;0;Create;True;0;0;0;False;0;False;0.4470588;0.41;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.SmoothstepOpNode;6;-1642.693,235.246;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.LightAttenuation;49;-1891.191,28.72976;Inherit;True;0;1;FLOAT;0
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