296 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			296 lines
		
	
	
		
			17 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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| 		_Color("Color", Color) = (1,1,1,1)
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| 		_Texture("Texture", 2D) = "white" {}
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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
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| 		_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5
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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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| 		[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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| 		_EmissionTex("EmissionTex", 2D) = "white" {}
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| 		[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2
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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 [_CullMode]
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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 float _CullMode;
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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 float _FreBoundry;
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| 		uniform float _FreSmooth;
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| 		uniform float4 _FreColor;
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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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| 
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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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| 			float4 MainTex99 = tex2D( _Texture, uv_Texture );
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| 			float4 MainColor97 = _Color;
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| 			float temp_output_42_0_g13 = (-1.0 + (0.5 - 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_g2 = dot( ase_worldlightDir , ase_worldNormal );
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| 			float LightingModel85 = dotResult3_g2;
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| 			float temp_output_38_0_g13 = LightingModel85;
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| 			float smoothstepResult39_g13 = smoothstep( ( temp_output_42_0_g13 - 0.5 ) , ( temp_output_42_0_g13 + 0.5 ) , temp_output_38_0_g13);
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| 			float lerpResult46_g13 = lerp( 1.0 , 0.0 , smoothstepResult39_g13);
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| 			float smoothstepResult56_g13 = smoothstep( 0.0 , 0.5 , ase_lightAtten);
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| 			float temp_output_14_0_g13 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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| 			float temp_output_37_0_g13 = _Smooth;
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| 			float smoothstepResult20_g13 = smoothstep( ( temp_output_14_0_g13 - temp_output_37_0_g13 ) , ( temp_output_14_0_g13 + temp_output_37_0_g13 ) , temp_output_38_0_g13);
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| 			float4 lerpResult28_g13 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g13 + smoothstepResult56_g13 ) ) * smoothstepResult20_g13 ));
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| 			float4 ShadowColor88 = lerpResult28_g13;
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| 			float temp_output_4_0_g14 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
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| 			float temp_output_15_0_g14 = _HLSmooth;
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| 			float smoothstepResult8_g14 = smoothstep( ( temp_output_4_0_g14 - temp_output_15_0_g14 ) , ( temp_output_4_0_g14 + temp_output_15_0_g14 ) , LightingModel85);
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| 			float4 lerpResult9_g14 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g14);
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| 			float4 HighLightColor90 = lerpResult9_g14;
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| 			float temp_output_22_0_g15 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) );
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| 			float temp_output_30_0_g15 = _FreSmooth;
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| 			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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| 			float fresnelNdotV26_g15 = dot( ase_worldNormal, ase_worldViewDir );
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| 			float fresnelNode26_g15 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g15, 1.0 ) );
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| 			float smoothstepResult28_g15 = smoothstep( ( temp_output_22_0_g15 - temp_output_30_0_g15 ) , ( temp_output_22_0_g15 + temp_output_30_0_g15 ) , fresnelNode26_g15);
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| 			float4 temp_output_14_0_g15 = _FreColor;
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| 			float4 Fresnel92 = ( smoothstepResult28_g15 * temp_output_14_0_g15 * (temp_output_14_0_g15).a );
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| 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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| 			float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
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| 			c.rgb = ( ( MainTex99 * MainColor97 * ShadowColor88 ) + HighLightColor90 + Fresnel92 + Emission94 ).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;3944.401;1267.413;2.429537;True;False
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| Node;AmplifyShaderEditor.CommentaryNode;87;-2820.38,-834.4528;Inherit;False;506.4866;166.528;LightingModel;2;72;85;光照模型;1,1,1,1;0;0
 | |
| Node;AmplifyShaderEditor.FunctionNode;72;-2770.38,-777.9248;Inherit;False;LightingModel_Base;-1;;2;2d69c2a75ad764b40a4077c9804cced5;0;0;1;FLOAT;0
 | |
| Node;AmplifyShaderEditor.CommentaryNode;30;-2818.392,-141.0116;Inherit;False;824.6014;385.3089;ShadowColor;6;88;84;82;10;9;16;暗面颜色;1,1,1,1;0;0
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| Node;AmplifyShaderEditor.RegisterLocalVarNode;85;-2548.722,-783.0994;Float;False;LightingModel;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.CommentaryNode;29;-2802.948,282.1324;Inherit;False;805.474;396.9965;HighLightColor;6;90;86;73;26;28;25;高光颜色;1,1,1,1;0;0
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| Node;AmplifyShaderEditor.CommentaryNode;68;-2163.976,-596.7882;Inherit;False;818.8379;392.7597;Fresnel;5;92;75;65;66;67;菲涅尔;1,1,1,1;0;0
 | |
| Node;AmplifyShaderEditor.CommentaryNode;100;-2821.909,-621.6583;Inherit;False;605.1252;447.5404;Comment;4;99;97;19;80;基础贴图和颜色;1,1,1,1;0;0
 | |
| Node;AmplifyShaderEditor.CommentaryNode;52;-2145.453,-1078.744;Inherit;False;692.8439;415.5112;Emission;4;94;55;54;53;自发光;1,1,1,1;0;0
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| Node;AmplifyShaderEditor.ColorNode;16;-2804.346,-97.53683;Inherit;False;Property;_ShaowColor;ShaowColor;2;0;Create;True;0;0;0;False;0;False;0.5711552,0.6109352,0.8018868,1;0.5711552,0.6109352,0.8018868,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 | |
| Node;AmplifyShaderEditor.GetLocalVarNode;84;-2492.773,-81.5411;Inherit;False;85;LightingModel;1;0;OBJECT;;False;1;FLOAT;0
 | |
| Node;AmplifyShaderEditor.RangedFloatNode;10;-2795.231,157.5198;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.RangedFloatNode;9;-2794.968,78.6812;Inherit;False;Property;_Boundry;Boundry;3;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;26;-2778.184,584.5659;Inherit;False;Property;_HLSmooth;HLSmooth;7;0;Create;True;0;0;0;False;0;False;0.5;0.2;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.SamplerNode;53;-2121.681,-1029.255;Inherit;True;Property;_EmissionTex;EmissionTex;12;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 | |
| Node;AmplifyShaderEditor.RangedFloatNode;25;-2777.65,508.0947;Inherit;False;Property;_HLBoundry;HLBoundry;6;0;Create;True;0;0;0;False;0;False;0;0.2;0;1;0;1;FLOAT;0
 | |
| Node;AmplifyShaderEditor.ColorNode;19;-2710.322,-355.0781;Inherit;False;Property;_Color;Color;0;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.ColorNode;28;-2738.441,338.9776;Inherit;False;Property;_HLColor;HLColor;5;0;Create;True;0;0;0;False;0;False;0,0,0,1;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 | |
| Node;AmplifyShaderEditor.ColorNode;67;-2060.66,-548.3965;Inherit;False;Property;_FreColor;FreColor;8;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,1;0,0,0,0.5019608;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 | |
| Node;AmplifyShaderEditor.FunctionNode;82;-2501.096,6.107438;Inherit;True;Light_Shadow;-1;;13;7fd334ea8a37541079f58347518ddcb5;0;4;38;FLOAT;0;False;35;COLOR;0,0,0,0;False;36;FLOAT;0;False;37;FLOAT;0;False;1;COLOR;0
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| Node;AmplifyShaderEditor.SamplerNode;80;-2771.909,-571.6583;Inherit;True;Property;_Texture;Texture;1;0;Create;True;0;0;0;False;0;False;-1;750b1bd7ba8bd28489650de6d0a95cc5;750b1bd7ba8bd28489650de6d0a95cc5;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 | |
| Node;AmplifyShaderEditor.GetLocalVarNode;86;-2480.275,384.5181;Inherit;False;85;LightingModel;1;0;OBJECT;;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;65;-2125.317,-377.3264;Inherit;False;Property;_FreBoundry;FreBoundry;9;0;Create;True;0;0;0;False;0;False;0.3494399;0.35;0;1;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.ColorNode;54;-2075.843,-840.2601;Inherit;False;Property;_EmissionColor;EmissionColor;11;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.RangedFloatNode;66;-2126.067,-299.3757;Inherit;False;Property;_FreSmooth;FreSmooth;10;0;Create;True;0;0;0;False;0;False;0.4470588;0.36;0;1;0;1;FLOAT;0
 | |
| Node;AmplifyShaderEditor.RegisterLocalVarNode;88;-2191.62,2.532976;Float;False;ShadowColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
 | |
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;55;-1829.974,-1026.647;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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| Node;AmplifyShaderEditor.FunctionNode;73;-2481.554,472.6942;Inherit;False;Light_HighLight;-1;;14;0266fca0a32984b5d998165239f13ee6;0;4;16;FLOAT;0;False;13;COLOR;0,0,0,0;False;14;FLOAT;0;False;15;FLOAT;0;False;1;COLOR;0
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| Node;AmplifyShaderEditor.CommentaryNode;102;-1820.879,-95.98801;Inherit;False;914.2082;680.9962;;10;93;95;91;69;31;78;89;101;98;1;最终输出区域;1,1,1,1;0;0
 | |
| Node;AmplifyShaderEditor.RegisterLocalVarNode;99;-2441.091,-570.876;Inherit;False;MainTex;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
 | |
| Node;AmplifyShaderEditor.RegisterLocalVarNode;97;-2440.783,-355.9112;Inherit;False;MainColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
 | |
| Node;AmplifyShaderEditor.FunctionNode;75;-1844.073,-542.9095;Inherit;False;Light_Fresnel;-1;;15;3627a339a876842a381f1d0fa05ee3fd;0;3;14;COLOR;0,0,0,0;False;16;FLOAT;0;False;30;FLOAT;0;False;1;COLOR;0
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| Node;AmplifyShaderEditor.RegisterLocalVarNode;90;-2208.831,467.4092;Inherit;False;HighLightColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
 | |
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| ASEEND*/
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| //CHKSM=128DED346664BEAD0A658AA5F7ADC65E591C5C07 |