412 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			412 lines
		
	
	
		
			25 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_OutLine"
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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
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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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| 		_OutLineColor("OutLine Color", Color) = (0.7015347,0.6714578,0.745283,1)
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| 		_OutLineWidth("OutLine Width", Range( 0 , 0.15)) = 0.03
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| 		[Toggle]_OutLineType("OutLineType", Float) = 0
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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{ }
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| 		Cull Front
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| 		CGPROGRAM
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| 		#pragma target 3.0
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| 		#pragma surface outlineSurf Outline nofog  keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc 
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| 		
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| 		void outlineVertexDataFunc( inout appdata_full v, out Input o )
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| 		{
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| 			UNITY_INITIALIZE_OUTPUT( Input, o );
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| 			float3 ase_vertexNormal = v.normal.xyz;
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| 			float3 ase_vertex3Pos = v.vertex.xyz;
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| 			float4 unityObjectToClipPos135 = UnityObjectToClipPos( ase_vertex3Pos );
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| 			float3 outlineVar = ( _OutLineWidth * ase_vertexNormal * (( _OutLineType )?( unityObjectToClipPos135.w ):( 1.0 )) );
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| 			v.vertex.xyz += outlineVar;
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| 		}
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| 		inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
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| 		void outlineSurf( Input i, inout SurfaceOutput o )
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| 		{
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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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| 			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 = WorldNormalVector( i, float3( 0, 0, 1 ) );
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| 			float dotResult3_g12 = dot( ase_worldlightDir , ase_worldNormal );
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| 			float LightingModel113 = dotResult3_g12;
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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 ) , LightingModel113);
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| 			float4 lerpResult9_g14 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g14);
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| 			float4 HighLightColor115 = lerpResult9_g14;
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| 			float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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| 			float4 Emission117 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
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| 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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| 			float4 MainTex112 = tex2D( _Texture, uv_Texture );
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| 			float4 MainColor111 = _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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| 			float temp_output_38_0_g13 = LightingModel113;
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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 , 1);
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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 ShadowColor114 = lerpResult28_g13;
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| 			float4 temp_output_103_0 = ( MainTex112 * MainColor111 * ShadowColor114 );
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| 			float4 OutLineColorMultiply131 = ( HighLightColor115 + Emission117 + temp_output_103_0 );
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| 			o.Emission = ( _OutLineColor * OutLineColorMultiply131 ).rgb;
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| 			o.Normal = float3(0,0,-1);
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| 		}
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| 		ENDCG
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| 		
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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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| 		#ifdef UNITY_PASS_SHADOWCASTER
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| 			#undef INTERNAL_DATA
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| 			#undef WorldReflectionVector
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| 			#undef WorldNormalVector
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| 			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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| 			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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| 			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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| 		#endif
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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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| 			INTERNAL_DATA
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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 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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| 		uniform float4 _OutLineColor;
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| 		uniform float _OutLineWidth;
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| 		uniform float _OutLineType;
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| 
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| 		void vertexDataFunc( inout appdata_full v, out Input o )
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| 		{
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| 			UNITY_INITIALIZE_OUTPUT( Input, o );
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| 			float3 OutLine109 = 0;
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| 			v.vertex.xyz += OutLine109;
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| 			v.vertex.w = 1;
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| 		}
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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 MainTex112 = tex2D( _Texture, uv_Texture );
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| 			float4 MainColor111 = _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_g12 = dot( ase_worldlightDir , ase_worldNormal );
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| 			float LightingModel113 = dotResult3_g12;
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| 			float temp_output_38_0_g13 = LightingModel113;
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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 ShadowColor114 = lerpResult28_g13;
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| 			float4 temp_output_103_0 = ( MainTex112 * MainColor111 * ShadowColor114 );
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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 ) , LightingModel113);
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| 			float4 lerpResult9_g14 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g14);
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| 			float4 HighLightColor115 = 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 Fresnel129 = ( 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 Emission117 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
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| 			c.rgb = ( temp_output_103_0 + HighLightColor115 + Fresnel129 + Emission117 ).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 vertex:vertexDataFunc 
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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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| 				float4 tSpace0 : TEXCOORD2;
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| 				float4 tSpace1 : TEXCOORD3;
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| 				float4 tSpace2 : TEXCOORD4;
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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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| 				vertexDataFunc( v, 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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| 				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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| 				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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| 				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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| 				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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| 				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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| 				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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| 				o.customPack1.xy = customInputData.uv_texcoord;
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| 				o.customPack1.xy = v.texcoord;
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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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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| 				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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| 				surfIN.worldPos = worldPos;
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| 				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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| 				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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| 				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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| 				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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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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| }
 | |
| /*ASEBEGIN
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| Version=18935
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| 0;23;1680;1006;1954.186;1578.474;1.543767;True;False
 | |
| Node;AmplifyShaderEditor.CommentaryNode;126;-1875.827,-1227.681;Inherit;False;493.6641;165.4685;Comment;2;107;113;;1,1,1,1;0;0
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| Node;AmplifyShaderEditor.RegisterLocalVarNode;113;-1606.162,-1177.681;Float;False;LightingModel;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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| //CHKSM=97E0B731A227E9A5EABDF8A2210C64DE3930B1B2 |